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osu-lazer/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderPlacementBlueprint.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.
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using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Framework.Input.Events;
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using osu.Game.Graphics;
using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components;
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using osuTK;
using osuTK.Input;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
{
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public class SliderPlacementBlueprint : PlacementBlueprint
{
public new Objects.Slider HitObject => (Objects.Slider)base.HitObject;
private SliderBodyPiece bodyPiece;
private HitCirclePiece headCirclePiece;
private HitCirclePiece tailCirclePiece;
private InputManager inputManager;
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private PlacementState state;
private PathControlPoint segmentStart;
private PathControlPoint cursor;
private int currentSegmentLength;
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[Resolved(CanBeNull = true)]
private HitObjectComposer composer { get; set; }
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public SliderPlacementBlueprint()
: base(new Objects.Slider())
{
RelativeSizeAxes = Axes.Both;
HitObject.Path.ControlPoints.Add(segmentStart = new PathControlPoint(Vector2.Zero, PathType.Linear));
currentSegmentLength = 1;
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}
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[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
InternalChildren = new Drawable[]
{
bodyPiece = new SliderBodyPiece(),
headCirclePiece = new HitCirclePiece(),
tailCirclePiece = new HitCirclePiece(),
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new PathControlPointVisualiser(HitObject, false)
};
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setState(PlacementState.Initial);
}
protected override void LoadComplete()
{
base.LoadComplete();
inputManager = GetContainingInputManager();
}
public override void UpdatePosition(Vector2 screenSpacePosition)
{
switch (state)
{
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case PlacementState.Initial:
HitObject.Position = ToLocalSpace(screenSpacePosition);
break;
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case PlacementState.Body:
ensureCursor();
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// The given screen-space position may have been externally snapped, but the unsnapped position from the input manager
// is used instead since snapping control points doesn't make much sense
cursor.Position.Value = ToLocalSpace(inputManager.CurrentState.Mouse.Position) - HitObject.Position;
break;
}
}
protected override bool OnClick(ClickEvent e)
{
switch (state)
{
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case PlacementState.Initial:
beginCurve();
break;
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case PlacementState.Body:
switch (e.Button)
{
case MouseButton.Left:
ensureCursor();
// Detatch the cursor
cursor = null;
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break;
}
break;
}
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return true;
}
protected override bool OnMouseUp(MouseUpEvent e)
{
if (state == PlacementState.Body && e.Button == MouseButton.Right)
endCurve();
return base.OnMouseUp(e);
}
protected override bool OnDoubleClick(DoubleClickEvent e)
{
// Todo: This should all not occur on double click, but rather if the previous control point is hovered.
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segmentStart = HitObject.Path.ControlPoints[^1];
segmentStart.Type.Value = PathType.Linear;
currentSegmentLength = 1;
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return true;
}
private void beginCurve()
{
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BeginPlacement();
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setState(PlacementState.Body);
}
private void endCurve()
{
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updateSlider();
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EndPlacement();
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}
protected override void Update()
{
base.Update();
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updateSlider();
}
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private void updatePathType()
{
switch (currentSegmentLength)
{
case 1:
case 2:
segmentStart.Type.Value = PathType.Linear;
break;
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case 3:
segmentStart.Type.Value = PathType.PerfectCurve;
break;
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default:
segmentStart.Type.Value = PathType.Bezier;
break;
}
}
private void ensureCursor()
{
if (cursor == null)
{
HitObject.Path.ControlPoints.Add(cursor = new PathControlPoint { Position = { Value = Vector2.Zero } });
currentSegmentLength++;
updatePathType();
}
}
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private void updateSlider()
{
HitObject.Path.ExpectedDistance.Value = composer?.GetSnappedDistanceFromDistance(HitObject.StartTime, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance;
bodyPiece.UpdateFrom(HitObject);
headCirclePiece.UpdateFrom(HitObject.HeadCircle);
tailCirclePiece.UpdateFrom(HitObject.TailCircle);
}
private void setState(PlacementState newState)
{
state = newState;
}
private enum PlacementState
{
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Initial,
Body,
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}
}
}