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osu-lazer/osu.Game/Screens/Edit/Compose/Components/CircularPositionSnapGrid.cs

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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 System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Utils;
using osuTK;
namespace osu.Game.Screens.Edit.Compose.Components
{
public partial class CircularPositionSnapGrid : PositionSnapGrid
{
/// <summary>
/// The spacing between grid lines of this <see cref="CircularPositionSnapGrid"/>.
/// </summary>
public BindableFloat Spacing { get; } = new BindableFloat(1f)
{
MinValue = 0f,
};
public CircularPositionSnapGrid()
{
Spacing.BindValueChanged(_ => GridCache.Invalidate());
}
protected override void CreateContent()
{
var drawSize = DrawSize;
// Calculate the required number of circles based on the maximum distance from the origin to the edge of the grid.
float dx = Math.Max(StartPosition.Value.X, DrawWidth - StartPosition.Value.X);
float dy = Math.Max(StartPosition.Value.Y, DrawHeight - StartPosition.Value.Y);
float maxDistance = new Vector2(dx, dy).Length;
// We need to add one because the first circle starts at zero radius.
int requiredCircles = (int)(maxDistance / Spacing.Value) + 1;
generateCircles(requiredCircles);
GenerateOutline(drawSize);
}
private void generateCircles(int count)
{
// Make lines the same width independent of display resolution.
float lineWidth = 2 * DrawWidth / ScreenSpaceDrawQuad.Width;
List<CircularProgress> generatedCircles = new List<CircularProgress>();
for (int i = 0; i < count; i++)
{
// Add a minimum diameter so the center circle is clearly visible.
float diameter = MathF.Max(lineWidth * 1.5f, i * Spacing.Value * 2);
var gridCircle = new CircularProgress
{
Position = StartPosition.Value,
Origin = Anchor.Centre,
Size = new Vector2(diameter),
InnerRadius = lineWidth * 1f / diameter,
Colour = Colour4.White,
Alpha = 0.2f,
Progress = 1,
};
generatedCircles.Add(gridCircle);
}
if (generatedCircles.Count == 0)
return;
generatedCircles.First().Alpha = 0.8f;
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AddInternal(new Container
{
Masking = true,
RelativeSizeAxes = Axes.Both,
Children = generatedCircles,
});
}
public override Vector2 GetSnappedPosition(Vector2 original)
{
Vector2 relativeToStart = original - StartPosition.Value;
if (relativeToStart.LengthSquared < Precision.FLOAT_EPSILON)
return StartPosition.Value;
float length = relativeToStart.Length;
float wantedLength = MathF.Round(length / Spacing.Value) * Spacing.Value;
return StartPosition.Value + Vector2.Multiply(relativeToStart, wantedLength / length);
}
}
}