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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation ;
using osu.Framework.Caching ;
using osu.Framework.Graphics ;
using osu.Framework.Graphics.Colour ;
using osu.Framework.Graphics.Containers ;
using osu.Game.Graphics ;
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using o su.Game.Rulesets.Edit ;
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using osuTK ;
namespace osu.Game.Screens.Edit.Compose.Components
{
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/// <summary>
/// A grid which takes user input and returns a quantized ("snapped") position and time.
/// </summary>
public abstract class DistanceSnapGrid : CompositeDrawable
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{
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/// <summary>
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/// The spacing between each tick of the beat snapping grid.
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/// </summary>
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protected float DistanceSpacing { get ; private set ; }
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/// <summary>
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/// The maximum number of distance snapping intervals allowed.
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/// </summary>
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protected int MaxIntervals { get ; private set ; }
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/// <summary>
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/// The position which the grid should start.
/// The first beat snapping tick is located at <see cref="StartPosition"/> + <see cref="DistanceSpacing"/> away from this point.
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/// </summary>
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protected readonly Vector2 StartPosition ;
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/// <summary>
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/// The snapping time at <see cref="StartPosition"/>.
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/// </summary>
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protected readonly double StartTime ;
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[Resolved]
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protected OsuColour Colours { get ; private set ; }
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[Resolved]
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protected IDistanceSnapProvider SnapProvider { get ; private set ; }
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[Resolved]
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private EditorBeatmap beatmap { get ; set ; }
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[Resolved]
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private BindableBeatDivisor beatDivisor { get ; set ; }
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private readonly Cached gridCache = new Cached ( ) ;
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private readonly double? endTime ;
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/// <summary>
/// Creates a new <see cref="DistanceSnapGrid"/>.
/// </summary>
/// <param name="startPosition">The position at which the grid should start. The first tick is located one distance spacing length away from this point.</param>
/// <param name="startTime">The snapping time at <see cref="StartPosition"/>.</param>
/// <param name="endTime">The time at which the snapping grid should end. If null, the grid will continue until the bounds of the screen are exceeded.</param>
protected DistanceSnapGrid ( Vector2 startPosition , double startTime , double? endTime = null )
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{
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this . endTime = endTime ;
StartPosition = startPosition ;
StartTime = startTime ;
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RelativeSizeAxes = Axes . Both ;
}
protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
beatDivisor . BindValueChanged ( _ = > updateSpacing ( ) , true ) ;
}
private void updateSpacing ( )
{
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DistanceSpacing = SnapProvider . GetBeatSnapDistanceAt ( StartTime ) ;
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if ( endTime = = null )
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MaxIntervals = int . MaxValue ;
else
{
// +1 is added since a snapped hitobject may have its start time slightly less than the snapped time due to floating point errors
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double maxDuration = endTime . Value - StartTime + 1 ;
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MaxIntervals = ( int ) ( maxDuration / SnapProvider . DistanceToDuration ( StartTime , DistanceSpacing ) ) ;
}
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gridCache . Invalidate ( ) ;
}
public override bool Invalidate ( Invalidation invalidation = Invalidation . All , Drawable source = null , bool shallPropagate = true )
{
if ( ( invalidation & Invalidation . RequiredParentSizeToFit ) > 0 )
gridCache . Invalidate ( ) ;
return base . Invalidate ( invalidation , source , shallPropagate ) ;
}
protected override void Update ( )
{
base . Update ( ) ;
if ( ! gridCache . IsValid )
{
ClearInternal ( ) ;
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CreateContent ( StartPosition ) ;
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gridCache . Validate ( ) ;
}
}
/// <summary>
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/// Creates the content which visualises the grid ticks.
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/// </summary>
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protected abstract void CreateContent ( Vector2 startPosition ) ;
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/// <summary>
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/// Snaps a position to this grid.
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/// </summary>
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/// <param name="position">The original position in coordinate space local to this <see cref="DistanceSnapGrid"/>.</param>
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/// <returns>A tuple containing the snapped position in coordinate space local to this <see cref="DistanceSnapGrid"/> and the respective time value.</returns>
public abstract ( Vector2 position , double time ) GetSnappedPosition ( Vector2 position ) ;
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/// <summary>
/// Retrieves the applicable colour for a beat index.
/// </summary>
/// <param name="index">The 0-based beat index.</param>
/// <returns>The applicable colour.</returns>
protected ColourInfo GetColourForBeatIndex ( int index )
{
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int beat = ( index + 1 ) % beatDivisor . Value ;
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ColourInfo colour = Colours . Gray5 ;
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for ( int i = 0 ; i < BindableBeatDivisor . VALID_DIVISORS . Length ; i + + )
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{
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int divisor = BindableBeatDivisor . VALID_DIVISORS [ i ] ;
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if ( ( beat * divisor ) % beatDivisor . Value = = 0 )
{
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colour = BindableBeatDivisor . GetColourFor ( divisor , Colours ) ;
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break ;
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}
}
int repeatIndex = index / beatDivisor . Value ;
return colour . MultiplyAlpha ( 0.5f / ( repeatIndex + 1 ) ) ;
}
}
}