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https://github.com/ppy/osu.git
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Merge branch 'master' into fix-dragbox-first-frame
This commit is contained in:
commit
0b3c7f28af
@ -2,6 +2,7 @@
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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 NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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@ -14,6 +15,7 @@ using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Edit;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Compose.Components;
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using osu.Game.Tests.Visual;
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using osuTK;
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using osuTK.Graphics;
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@ -25,6 +27,11 @@ namespace osu.Game.Rulesets.Osu.Tests
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private const double beat_length = 100;
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private static readonly Vector2 grid_position = new Vector2(512, 384);
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(CircularDistanceSnapGrid)
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};
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[Cached(typeof(IEditorBeatmap))]
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private readonly EditorBeatmap<OsuHitObject> editorBeatmap;
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@ -6,6 +6,7 @@ using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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@ -28,6 +29,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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private readonly List<Segment> segments = new List<Segment>();
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private Vector2 cursor;
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private InputManager inputManager;
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private PlacementState state;
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@ -52,6 +54,12 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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setState(PlacementState.Initial);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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inputManager = GetContainingInputManager();
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}
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public override void UpdatePosition(Vector2 screenSpacePosition)
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{
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switch (state)
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@ -61,7 +69,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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break;
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case PlacementState.Body:
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cursor = ToLocalSpace(screenSpacePosition) - HitObject.Position;
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// The given screen-space position may have been externally snapped, but the unsnapped position from the input manager
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// is used instead since snapping control points doesn't make much sense
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cursor = ToLocalSpace(inputManager.CurrentState.Mouse.Position) - HitObject.Position;
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break;
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}
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}
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@ -162,11 +162,13 @@ namespace osu.Game.Rulesets.Edit
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inputManager = GetContainingInputManager();
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}
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private double lastGridUpdateTime;
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protected override void Update()
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{
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base.Update();
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if (EditorClock.ElapsedFrameTime != 0 && blueprintContainer.CurrentTool != null)
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if (EditorClock.CurrentTime != lastGridUpdateTime && blueprintContainer.CurrentTool != null)
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showGridFor(Enumerable.Empty<HitObject>());
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}
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@ -213,6 +215,8 @@ namespace osu.Game.Rulesets.Edit
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distanceSnapGridContainer.Child = distanceSnapGrid;
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distanceSnapGridContainer.Show();
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}
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lastGridUpdateTime = EditorClock.CurrentTime;
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}
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private ScheduledDelegate scheduledUpdate;
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@ -3,6 +3,7 @@
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using System;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Rulesets.Objects;
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using osuTK;
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@ -18,10 +19,32 @@ namespace osu.Game.Screens.Edit.Compose.Components
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protected override void CreateContent(Vector2 centrePosition)
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{
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const float crosshair_thickness = 1;
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const float crosshair_max_size = 10;
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AddRangeInternal(new[]
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{
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new Box
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{
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Origin = Anchor.Centre,
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Position = centrePosition,
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Width = crosshair_thickness,
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EdgeSmoothness = new Vector2(1),
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Height = Math.Min(crosshair_max_size, DistanceSpacing * 2),
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},
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new Box
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{
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Origin = Anchor.Centre,
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Position = centrePosition,
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EdgeSmoothness = new Vector2(1),
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Width = Math.Min(crosshair_max_size, DistanceSpacing * 2),
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Height = crosshair_thickness,
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}
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});
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float dx = Math.Max(centrePosition.X, DrawWidth - centrePosition.X);
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float dy = Math.Max(centrePosition.Y, DrawHeight - centrePosition.Y);
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float maxDistance = new Vector2(dx, dy).Length;
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int requiredCircles = (int)(maxDistance / DistanceSpacing);
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for (int i = 0; i < requiredCircles; i++)
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@ -36,15 +36,15 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// </summary>
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protected readonly Vector2 CentrePosition;
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[Resolved]
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protected OsuColour Colours { get; private set; }
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[Resolved]
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private IEditorBeatmap beatmap { get; set; }
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[Resolved]
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private BindableBeatDivisor beatDivisor { get; set; }
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[Resolved]
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private OsuColour colours { get; set; }
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private readonly Cached gridCache = new Cached();
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private readonly HitObject hitObject;
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@ -136,7 +136,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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protected ColourInfo GetColourForBeatIndex(int index)
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{
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int beat = (index + 1) % beatDivisor.Value;
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ColourInfo colour = colours.Gray5;
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ColourInfo colour = Colours.Gray5;
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for (int i = 0; i < BindableBeatDivisor.VALID_DIVISORS.Length; i++)
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{
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@ -144,7 +144,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if ((beat * divisor) % beatDivisor.Value == 0)
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{
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colour = BindableBeatDivisor.GetColourFor(divisor, colours);
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colour = BindableBeatDivisor.GetColourFor(divisor, Colours);
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break;
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}
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}
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