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osu-lazer/osu.Game.Rulesets.Mania/Edit/Blueprints/ManiaPlacementBlueprint.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 osu.Framework.Allocation;
using osu.Framework.Graphics;
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using osu.Framework.Input;
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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;
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using osuTK;
namespace osu.Game.Rulesets.Mania.Edit.Blueprints
{
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public abstract class ManiaPlacementBlueprint<T> : PlacementBlueprint,
IRequireHighFrequencyMousePosition // the playfield could be moving behind us
where T : ManiaHitObject
{
protected new T HitObject => (T)base.HitObject;
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protected Column Column;
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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 OnMouseDown(MouseDownEvent e)
{
if (Column == null)
return base.OnMouseDown(e);
HitObject.Column = Column.Index;
BeginPlacement(TimeAt(e.ScreenSpaceMousePosition));
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return true;
}
protected override void OnMouseUp(MouseUpEvent e)
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{
EndPlacement();
base.OnMouseUp(e);
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}
public override void UpdatePosition(Vector2 screenSpacePosition)
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{
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if (!PlacementBegun)
Column = ColumnAt(screenSpacePosition);
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if (Column == null) return;
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SnappedWidth = Column.DrawWidth;
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// Snap to the column
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var parentPos = Parent.ToLocalSpace(Column.ToScreenSpace(new Vector2(Column.DrawWidth / 2, 0)));
SnappedMousePosition = new Vector2(parentPos.X, Parent.ToLocalSpace(screenSpacePosition).Y);
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}
protected double TimeAt(Vector2 screenSpacePosition)
{
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if (Column == null)
return 0;
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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 = mouseToHitObjectPosition(Column.HitObjectContainer.ToLocalSpace(screenSpacePosition)).Y;
if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
hitObjectPos = hitObjectContainer.DrawHeight - hitObjectPos;
return scrollingInfo.Algorithm.TimeAt(hitObjectPos,
EditorClock.CurrentTime,
scrollingInfo.TimeRange.Value,
hitObjectContainer.DrawHeight);
}
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protected float PositionAt(double time)
{
var pos = scrollingInfo.Algorithm.PositionAt(time,
EditorClock.CurrentTime,
scrollingInfo.TimeRange.Value,
Column.HitObjectContainer.DrawHeight);
if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
pos = Column.HitObjectContainer.DrawHeight - pos;
return hitObjectToMousePosition(Column.HitObjectContainer.ToSpaceOfOtherDrawable(new Vector2(0, pos), Parent)).Y;
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}
protected Column ColumnAt(Vector2 screenSpacePosition)
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=> composer.ColumnAt(screenSpacePosition);
/// <summary>
/// Converts a mouse position to a hitobject position.
/// </summary>
/// <remarks>
/// Blueprints are centred on the mouse position, such that the hitobject position is anchored at the top or bottom of the blueprint depending on the scroll direction.
/// </remarks>
/// <param name="mousePosition">The mouse position.</param>
/// <returns>The resulting hitobject position, acnhored at the top or bottom of the blueprint depending on the scroll direction.</returns>
private Vector2 mouseToHitObjectPosition(Vector2 mousePosition)
{
switch (scrollingInfo.Direction.Value)
{
case ScrollingDirection.Up:
mousePosition.Y -= NotePiece.NOTE_HEIGHT / 2;
break;
case ScrollingDirection.Down:
mousePosition.Y += NotePiece.NOTE_HEIGHT / 2;
break;
}
return mousePosition;
}
/// <summary>
/// Converts a hitobject position to a mouse position.
/// </summary>
/// <param name="hitObjectPosition">The hitobject position.</param>
/// <returns>The resulting mouse position, anchored at the centre of the hitobject.</returns>
private Vector2 hitObjectToMousePosition(Vector2 hitObjectPosition)
{
switch (scrollingInfo.Direction.Value)
{
case ScrollingDirection.Up:
hitObjectPosition.Y += NotePiece.NOTE_HEIGHT / 2;
break;
case ScrollingDirection.Down:
hitObjectPosition.Y -= NotePiece.NOTE_HEIGHT / 2;
break;
}
return hitObjectPosition;
}
}
}