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osu-lazer/osu.Game.Rulesets.Mania/Edit/Blueprints/ManiaPlacementBlueprint.cs

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C#
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Allocation;
using osu.Framework.Graphics;
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using osu.Framework.Input.Events;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
using osu.Game.Rulesets.Mania.UI;
using osu.Game.Rulesets.UI.Scrolling;
using OpenTK;
namespace osu.Game.Rulesets.Mania.Edit.Blueprints
{
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public abstract class ManiaPlacementBlueprint<T> : PlacementBlueprint
where T : ManiaHitObject
{
protected new T HitObject => (T)base.HitObject;
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/// <summary>
/// The current mouse position, snapped to the closest column.
/// </summary>
protected Vector2 SnappedMousePosition { get; private set; }
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/// <summary>
/// The width of the closest column to the current mouse position.
/// </summary>
protected float SnappedWidth { get; private set; }
[Resolved]
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private IManiaHitObjectComposer composer { get; set; }
[Resolved]
private IScrollingInfo scrollingInfo { get; set; }
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protected ManiaPlacementBlueprint(T hitObject)
: base(hitObject)
{
RelativeSizeAxes = Axes.None;
}
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protected override bool OnMouseMove(MouseMoveEvent e)
{
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Column column = ColumnAt(e.ScreenSpaceMousePosition);
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if (column == null)
SnappedMousePosition = e.MousePosition;
else
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{
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SnappedWidth = column.DrawWidth;
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// Snap to the column
var parentPos = Parent.ToLocalSpace(column.ToScreenSpace(new Vector2(column.DrawWidth / 2, 0)));
SnappedMousePosition = new Vector2(parentPos.X, e.MousePosition.Y);
}
return true;
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}
protected double TimeAt(Vector2 screenSpacePosition)
{
var column = ColumnAt(screenSpacePosition);
if (column == null)
return 0;
var hitObjectContainer = column.HitObjectContainer;
// If we're scrolling downwards, a position of 0 is actually further away from the hit target
// so we need to flip the vertical coordinate in the hitobject container's space
var hitObjectPos = column.HitObjectContainer.ToLocalSpace(applyPositionOffset(screenSpacePosition)).Y;
if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
hitObjectPos = hitObjectContainer.DrawHeight - hitObjectPos;
return scrollingInfo.Algorithm.TimeAt(hitObjectPos,
EditorClock.CurrentTime,
scrollingInfo.TimeRange.Value,
hitObjectContainer.DrawHeight);
}
protected Column ColumnAt(Vector2 screenSpacePosition)
=> composer.ColumnAt(applyPositionOffset(screenSpacePosition));
private Vector2 applyPositionOffset(Vector2 position)
{
switch (scrollingInfo.Direction.Value)
{
case ScrollingDirection.Up:
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position.Y -= NotePiece.NOTE_HEIGHT / 2;
break;
case ScrollingDirection.Down:
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position.Y += NotePiece.NOTE_HEIGHT / 2;
break;
}
return position;
}
}
}