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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.
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using System.Collections.Generic ;
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using System.Diagnostics ;
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using osu.Framework.Allocation ;
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using osu.Framework.Bindables ;
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using osu.Framework.Graphics ;
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using osu.Framework.Graphics.Primitives ;
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using osu.Framework.Graphics.UserInterface ;
using osu.Framework.Input.Events ;
using osu.Game.Graphics.UserInterface ;
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using osu.Game.Rulesets.Edit ;
using osu.Game.Rulesets.Objects ;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components ;
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using osu.Game.Rulesets.Osu.Objects ;
using osu.Game.Rulesets.Osu.Objects.Drawables ;
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using osu.Game.Screens.Edit ;
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using osu.Game.Screens.Edit.Compose ;
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using osuTK ;
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using osuTK.Input ;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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{
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public class SliderSelectionBlueprint : OsuSelectionBlueprint < Slider >
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{
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protected readonly SliderBodyPiece BodyPiece ;
protected readonly SliderCircleSelectionBlueprint HeadBlueprint ;
protected readonly SliderCircleSelectionBlueprint TailBlueprint ;
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protected readonly PathControlPointVisualiser ControlPointVisualiser ;
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[Resolved(CanBeNull = true)]
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private HitObjectComposer composer { get ; set ; }
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[Resolved(CanBeNull = true)]
private IPlacementHandler placementHandler { get ; set ; }
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[Resolved(CanBeNull = true)]
private EditorBeatmap editorBeatmap { get ; set ; }
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public SliderSelectionBlueprint ( DrawableSlider slider )
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: base ( slider )
{
var sliderObject = ( Slider ) slider . HitObject ;
InternalChildren = new Drawable [ ]
{
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BodyPiece = new SliderBodyPiece ( ) ,
HeadBlueprint = CreateCircleSelectionBlueprint ( slider , SliderPosition . Start ) ,
TailBlueprint = CreateCircleSelectionBlueprint ( slider , SliderPosition . End ) ,
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ControlPointVisualiser = new PathControlPointVisualiser ( sliderObject , true )
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{
RemoveControlPointsRequested = removeControlPoints
}
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} ;
}
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private IBindable < int > pathVersion ;
protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
pathVersion = HitObject . Path . Version . GetBoundCopy ( ) ;
pathVersion . BindValueChanged ( _ = > updatePath ( ) ) ;
}
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protected override void Update ( )
{
base . Update ( ) ;
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BodyPiece . UpdateFrom ( HitObject ) ;
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}
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private Vector2 rightClickPosition ;
protected override bool OnMouseDown ( MouseDownEvent e )
{
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switch ( e . Button )
{
case MouseButton . Right :
rightClickPosition = e . MouseDownPosition ;
return false ; // Allow right click to be handled by context menu
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case MouseButton . Left when e . ControlPressed & & IsSelected :
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placementControlPointIndex = addControlPoint ( e . MousePosition ) ;
return true ; // Stop input from being handled and modifying the selection
}
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return false ;
}
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private int? placementControlPointIndex ;
protected override bool OnDragStart ( DragStartEvent e ) = > placementControlPointIndex ! = null ;
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protected override void OnDrag ( DragEvent e )
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{
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Debug . Assert ( placementControlPointIndex ! = null ) ;
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HitObject . Path . ControlPoints [ placementControlPointIndex . Value ] . Position . Value = e . MousePosition - HitObject . Position ;
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}
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protected override void OnDragEnd ( DragEndEvent e )
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{
placementControlPointIndex = null ;
}
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private BindableList < PathControlPoint > controlPoints = > HitObject . Path . ControlPoints ;
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private int addControlPoint ( Vector2 position )
{
position - = HitObject . Position ;
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int insertionIndex = 0 ;
float minDistance = float . MaxValue ;
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for ( int i = 0 ; i < controlPoints . Count - 1 ; i + + )
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{
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float dist = new Line ( controlPoints [ i ] . Position . Value , controlPoints [ i + 1 ] . Position . Value ) . DistanceToPoint ( position ) ;
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if ( dist < minDistance )
{
insertionIndex = i + 1 ;
minDistance = dist ;
}
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}
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// Move the control points from the insertion index onwards to make room for the insertion
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controlPoints . Insert ( insertionIndex , new PathControlPoint { Position = { Value = position } } ) ;
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return insertionIndex ;
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}
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private void removeControlPoints ( List < PathControlPoint > toRemove )
{
// Ensure that there are any points to be deleted
if ( toRemove . Count = = 0 )
return ;
foreach ( var c in toRemove )
{
// The first control point in the slider must have a type, so take it from the previous "first" one
// Todo: Should be handled within SliderPath itself
if ( c = = controlPoints [ 0 ] & & controlPoints . Count > 1 & & controlPoints [ 1 ] . Type . Value = = null )
controlPoints [ 1 ] . Type . Value = controlPoints [ 0 ] . Type . Value ;
controlPoints . Remove ( c ) ;
}
// If there are 0 or 1 remaining control points, the slider is in a degenerate (single point) form and should be deleted
if ( controlPoints . Count < = 1 )
{
placementHandler ? . Delete ( HitObject ) ;
return ;
}
// The path will have a non-zero offset if the head is removed, but sliders don't support this behaviour since the head is positioned at the slider's position
// So the slider needs to be offset by this amount instead, and all control points offset backwards such that the path is re-positioned at (0, 0)
Vector2 first = controlPoints [ 0 ] . Position . Value ;
foreach ( var c in controlPoints )
c . Position . Value - = first ;
HitObject . Position + = first ;
}
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private void updatePath ( )
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{
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HitObject . Path . ExpectedDistance . Value = composer ? . GetSnappedDistanceFromDistance ( HitObject . StartTime , ( float ) HitObject . Path . CalculatedDistance ) ? ? ( float ) HitObject . Path . CalculatedDistance ;
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editorBeatmap ? . UpdateHitObject ( HitObject ) ;
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}
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public override MenuItem [ ] ContextMenuItems = > new MenuItem [ ]
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{
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new OsuMenuItem ( "Add control point" , MenuItemType . Standard , ( ) = > addControlPoint ( rightClickPosition ) ) ,
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} ;
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public override Vector2 SelectionPoint = > ( ( DrawableSlider ) DrawableObject ) . HeadCircle . ScreenSpaceDrawQuad . Centre ;
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public override bool ReceivePositionalInputAt ( Vector2 screenSpacePos ) = > BodyPiece . ReceivePositionalInputAt ( screenSpacePos ) ;
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protected virtual SliderCircleSelectionBlueprint CreateCircleSelectionBlueprint ( DrawableSlider slider , SliderPosition position ) = > new SliderCircleSelectionBlueprint ( slider , position ) ;
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}
}