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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Utils;
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using osuTK;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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public partial class CircularPositionSnapGrid : PositionSnapGrid
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{
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/// <summary>
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/// The spacing between grid lines of this <see cref="CircularPositionSnapGrid"/>.
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/// </summary>
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public BindableFloat Spacing { get; } = new BindableFloat(1f)
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{
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MinValue = 0f,
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};
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public CircularPositionSnapGrid()
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{
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Spacing.BindValueChanged(_ => GridCache.Invalidate());
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}
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protected override void CreateContent()
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{
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var drawSize = DrawSize;
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// Calculate the maximum distance from the origin to the edge of the grid.
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float maxDist = MathF.Max(
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MathF.Max(StartPosition.Value.Length, (StartPosition.Value - drawSize).Length),
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MathF.Max((StartPosition.Value - new Vector2(drawSize.X, 0)).Length, (StartPosition.Value - new Vector2(0, drawSize.Y)).Length)
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);
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generateCircles((int)(maxDist / Spacing.Value) + 1);
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GenerateOutline(drawSize);
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}
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private void generateCircles(int count)
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{
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// Make lines the same width independent of display resolution.
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float lineWidth = 2 * DrawWidth / ScreenSpaceDrawQuad.Width;
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List<CircularContainer> generatedCircles = new List<CircularContainer>();
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for (int i = 0; i < count; i++)
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{
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// Add a minimum diameter so the center circle is clearly visible.
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float diameter = MathF.Max(lineWidth * 1.5f, i * Spacing.Value * 2);
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var gridCircle = new CircularContainer
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{
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BorderColour = Colour4.White,
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BorderThickness = lineWidth,
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Alpha = 0.2f,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.None,
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Width = diameter,
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Height = diameter,
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Position = StartPosition.Value,
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Masking = true,
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Child = new Box
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{
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RelativeSizeAxes = Axes.Both,
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AlwaysPresent = true,
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Alpha = 0f,
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}
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};
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generatedCircles.Add(gridCircle);
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}
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if (generatedCircles.Count == 0)
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return;
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generatedCircles.First().Alpha = 0.8f;
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AddRangeInternal(generatedCircles);
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}
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public override Vector2 GetSnappedPosition(Vector2 original)
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{
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Vector2 relativeToStart = original - StartPosition.Value;
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if (relativeToStart.LengthSquared < Precision.FLOAT_EPSILON)
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return StartPosition.Value;
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float length = relativeToStart.Length;
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float wantedLength = MathF.Round(length / Spacing.Value) * Spacing.Value;
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return StartPosition.Value + Vector2.Multiply(relativeToStart, wantedLength / length);
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}
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}
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}
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