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Merge pull request #26309 from OliBomby/grids-1
Add ability to change position, spacing, and rotation of the positional snap grid in the editor
This commit is contained in:
commit
318598730b
@ -8,7 +8,9 @@ using osu.Framework.Utils;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Osu.Edit;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles;
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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 osu.Game.Utils;
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using osuTK;
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using osuTK.Input;
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@ -25,22 +27,22 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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AddStep("select second object", () => EditorBeatmap.SelectedHitObjects.Add(EditorBeatmap.HitObjects.ElementAt(1)));
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AddUntilStep("distance snap grid visible", () => this.ChildrenOfType<OsuDistanceSnapGrid>().Any());
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rectangularGridActive(false);
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gridActive<RectangularPositionSnapGrid>(false);
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AddStep("enable rectangular grid", () => InputManager.Key(Key.Y));
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AddStep("select second object", () => EditorBeatmap.SelectedHitObjects.Add(EditorBeatmap.HitObjects.ElementAt(1)));
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AddUntilStep("distance snap grid still visible", () => this.ChildrenOfType<OsuDistanceSnapGrid>().Any());
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rectangularGridActive(true);
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gridActive<RectangularPositionSnapGrid>(true);
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AddStep("disable distance snap grid", () => InputManager.Key(Key.T));
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AddUntilStep("distance snap grid hidden", () => !this.ChildrenOfType<OsuDistanceSnapGrid>().Any());
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AddStep("select second object", () => EditorBeatmap.SelectedHitObjects.Add(EditorBeatmap.HitObjects.ElementAt(1)));
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rectangularGridActive(true);
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gridActive<RectangularPositionSnapGrid>(true);
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AddStep("disable rectangular grid", () => InputManager.Key(Key.Y));
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AddUntilStep("distance snap grid still hidden", () => !this.ChildrenOfType<OsuDistanceSnapGrid>().Any());
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rectangularGridActive(false);
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gridActive<RectangularPositionSnapGrid>(false);
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}
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[Test]
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@ -117,33 +119,56 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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[Test]
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public void TestGridSnapMomentaryToggle()
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{
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rectangularGridActive(false);
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gridActive<RectangularPositionSnapGrid>(false);
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AddStep("hold shift", () => InputManager.PressKey(Key.ShiftLeft));
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rectangularGridActive(true);
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gridActive<RectangularPositionSnapGrid>(true);
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AddStep("release shift", () => InputManager.ReleaseKey(Key.ShiftLeft));
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rectangularGridActive(false);
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gridActive<RectangularPositionSnapGrid>(false);
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}
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private void rectangularGridActive(bool active)
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private void gridActive<T>(bool active) where T : PositionSnapGrid
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{
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AddStep("choose placement tool", () => InputManager.Key(Key.Number2));
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AddStep("move cursor to (1, 1)", () =>
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AddStep("move cursor to spacing + (1, 1)", () =>
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{
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var composer = Editor.ChildrenOfType<OsuRectangularPositionSnapGrid>().Single();
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InputManager.MoveMouseTo(composer.ToScreenSpace(new Vector2(1, 1)));
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var composer = Editor.ChildrenOfType<T>().Single();
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InputManager.MoveMouseTo(composer.ToScreenSpace(uniqueSnappingPosition(composer) + new Vector2(1, 1)));
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});
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if (active)
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AddAssert("placement blueprint at (0, 0)", () => Precision.AlmostEquals(Editor.ChildrenOfType<HitCirclePlacementBlueprint>().Single().HitObject.Position, new Vector2(0, 0)));
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{
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AddAssert("placement blueprint at spacing + (0, 0)", () =>
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{
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var composer = Editor.ChildrenOfType<T>().Single();
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return Precision.AlmostEquals(Editor.ChildrenOfType<HitCirclePlacementBlueprint>().Single().HitObject.Position,
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uniqueSnappingPosition(composer));
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});
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}
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else
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AddAssert("placement blueprint at (1, 1)", () => Precision.AlmostEquals(Editor.ChildrenOfType<HitCirclePlacementBlueprint>().Single().HitObject.Position, new Vector2(1, 1)));
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{
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AddAssert("placement blueprint at spacing + (1, 1)", () =>
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{
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var composer = Editor.ChildrenOfType<T>().Single();
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return Precision.AlmostEquals(Editor.ChildrenOfType<HitCirclePlacementBlueprint>().Single().HitObject.Position,
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uniqueSnappingPosition(composer) + new Vector2(1, 1));
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});
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}
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}
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private Vector2 uniqueSnappingPosition(PositionSnapGrid grid)
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{
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return grid switch
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{
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RectangularPositionSnapGrid rectangular => rectangular.StartPosition.Value + GeometryUtils.RotateVector(rectangular.Spacing.Value, -rectangular.GridLineRotation.Value),
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_ => Vector2.Zero
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};
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}
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[Test]
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public void TestGridSizeToggling()
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{
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AddStep("enable rectangular grid", () => InputManager.Key(Key.Y));
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AddUntilStep("rectangular grid visible", () => this.ChildrenOfType<OsuRectangularPositionSnapGrid>().Any());
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AddUntilStep("rectangular grid visible", () => this.ChildrenOfType<RectangularPositionSnapGrid>().Any());
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gridSizeIs(4);
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nextGridSizeIs(8);
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@ -159,7 +184,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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}
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private void gridSizeIs(int size)
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=> AddAssert($"grid size is {size}", () => this.ChildrenOfType<OsuRectangularPositionSnapGrid>().Single().Spacing == new Vector2(size)
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=> AddAssert($"grid size is {size}", () => this.ChildrenOfType<RectangularPositionSnapGrid>().Single().Spacing.Value == new Vector2(size)
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&& EditorBeatmap.BeatmapInfo.GridSize == size);
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}
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}
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171
osu.Game.Rulesets.Osu/Edit/OsuGridToolboxGroup.cs
Normal file
171
osu.Game.Rulesets.Osu/Edit/OsuGridToolboxGroup.cs
Normal file
@ -0,0 +1,171 @@
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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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Screens.Edit;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Edit
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{
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public partial class OsuGridToolboxGroup : EditorToolboxGroup, IKeyBindingHandler<GlobalAction>
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{
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[Resolved]
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private EditorBeatmap editorBeatmap { get; set; } = null!;
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/// <summary>
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/// X position of the grid's origin.
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/// </summary>
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public BindableFloat StartPositionX { get; } = new BindableFloat(OsuPlayfield.BASE_SIZE.X / 2)
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{
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MinValue = 0f,
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MaxValue = OsuPlayfield.BASE_SIZE.X,
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Precision = 1f
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};
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/// <summary>
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/// Y position of the grid's origin.
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/// </summary>
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public BindableFloat StartPositionY { get; } = new BindableFloat(OsuPlayfield.BASE_SIZE.Y / 2)
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{
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MinValue = 0f,
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MaxValue = OsuPlayfield.BASE_SIZE.Y,
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Precision = 1f
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};
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/// <summary>
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/// The spacing between grid lines.
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/// </summary>
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public BindableFloat Spacing { get; } = new BindableFloat(4f)
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{
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MinValue = 4f,
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MaxValue = 128f,
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Precision = 1f
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};
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/// <summary>
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/// Rotation of the grid lines in degrees.
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/// </summary>
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public BindableFloat GridLinesRotation { get; } = new BindableFloat(0f)
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{
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MinValue = -45f,
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MaxValue = 45f,
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Precision = 1f
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};
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/// <summary>
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/// Read-only bindable representing the grid's origin.
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/// Equivalent to <code>new Vector2(StartPositionX, StartPositionY)</code>
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/// </summary>
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public Bindable<Vector2> StartPosition { get; } = new Bindable<Vector2>();
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/// <summary>
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/// Read-only bindable representing the grid's spacing in both the X and Y dimension.
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/// Equivalent to <code>new Vector2(Spacing)</code>
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/// </summary>
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public Bindable<Vector2> SpacingVector { get; } = new Bindable<Vector2>();
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private ExpandableSlider<float> startPositionXSlider = null!;
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private ExpandableSlider<float> startPositionYSlider = null!;
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private ExpandableSlider<float> spacingSlider = null!;
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private ExpandableSlider<float> gridLinesRotationSlider = null!;
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public OsuGridToolboxGroup()
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: base("grid")
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{
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}
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private const float max_automatic_spacing = 64;
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[BackgroundDependencyLoader]
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private void load()
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{
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Children = new Drawable[]
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{
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startPositionXSlider = new ExpandableSlider<float>
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{
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Current = StartPositionX,
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KeyboardStep = 1,
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},
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startPositionYSlider = new ExpandableSlider<float>
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{
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Current = StartPositionY,
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KeyboardStep = 1,
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},
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spacingSlider = new ExpandableSlider<float>
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{
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Current = Spacing,
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KeyboardStep = 1,
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},
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gridLinesRotationSlider = new ExpandableSlider<float>
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{
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Current = GridLinesRotation,
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KeyboardStep = 1,
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},
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};
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Spacing.Value = editorBeatmap.BeatmapInfo.GridSize;
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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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StartPositionX.BindValueChanged(x =>
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{
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startPositionXSlider.ContractedLabelText = $"X: {x.NewValue:N0}";
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startPositionXSlider.ExpandedLabelText = $"X Offset: {x.NewValue:N0}";
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StartPosition.Value = new Vector2(x.NewValue, StartPosition.Value.Y);
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}, true);
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StartPositionY.BindValueChanged(y =>
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{
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startPositionYSlider.ContractedLabelText = $"Y: {y.NewValue:N0}";
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startPositionYSlider.ExpandedLabelText = $"Y Offset: {y.NewValue:N0}";
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StartPosition.Value = new Vector2(StartPosition.Value.X, y.NewValue);
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}, true);
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Spacing.BindValueChanged(spacing =>
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{
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spacingSlider.ContractedLabelText = $"S: {spacing.NewValue:N0}";
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spacingSlider.ExpandedLabelText = $"Spacing: {spacing.NewValue:N0}";
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SpacingVector.Value = new Vector2(spacing.NewValue);
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editorBeatmap.BeatmapInfo.GridSize = (int)spacing.NewValue;
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}, true);
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GridLinesRotation.BindValueChanged(rotation =>
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{
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gridLinesRotationSlider.ContractedLabelText = $"R: {rotation.NewValue:#,0.##}";
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gridLinesRotationSlider.ExpandedLabelText = $"Rotation: {rotation.NewValue:#,0.##}";
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}, true);
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}
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private void nextGridSize()
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{
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Spacing.Value = Spacing.Value * 2 >= max_automatic_spacing ? Spacing.Value / 8 : Spacing.Value * 2;
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}
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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switch (e.Action)
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{
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case GlobalAction.EditorCycleGridDisplayMode:
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nextGridSize();
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return true;
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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}
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}
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@ -24,6 +24,7 @@ using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Edit.Components.TernaryButtons;
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using osu.Game.Screens.Edit.Compose.Components;
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@ -65,6 +66,9 @@ namespace osu.Game.Rulesets.Osu.Edit
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[Cached(typeof(IDistanceSnapProvider))]
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protected readonly OsuDistanceSnapProvider DistanceSnapProvider = new OsuDistanceSnapProvider();
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[Cached]
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protected readonly OsuGridToolboxGroup OsuGridToolboxGroup = new OsuGridToolboxGroup();
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[Cached]
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protected readonly FreehandSliderToolboxGroup FreehandlSliderToolboxGroup = new FreehandSliderToolboxGroup();
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@ -80,10 +84,6 @@ namespace osu.Game.Rulesets.Osu.Edit
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LayerBelowRuleset.AddRange(new Drawable[]
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{
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distanceSnapGridContainer = new Container
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{
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RelativeSizeAxes = Axes.Both
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},
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rectangularPositionSnapGrid = new OsuRectangularPositionSnapGrid
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{
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RelativeSizeAxes = Axes.Both
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}
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@ -99,8 +99,11 @@ namespace osu.Game.Rulesets.Osu.Edit
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// we may be entering the screen with a selection already active
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updateDistanceSnapGrid();
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updatePositionSnapGrid();
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RightToolbox.AddRange(new EditorToolboxGroup[]
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{
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OsuGridToolboxGroup,
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new TransformToolboxGroup
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{
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RotationHandler = BlueprintContainer.SelectionHandler.RotationHandler,
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@ -111,6 +114,23 @@ namespace osu.Game.Rulesets.Osu.Edit
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);
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}
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private void updatePositionSnapGrid()
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{
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if (positionSnapGrid != null)
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LayerBelowRuleset.Remove(positionSnapGrid, true);
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var rectangularPositionSnapGrid = new RectangularPositionSnapGrid();
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rectangularPositionSnapGrid.StartPosition.BindTo(OsuGridToolboxGroup.StartPosition);
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rectangularPositionSnapGrid.Spacing.BindTo(OsuGridToolboxGroup.SpacingVector);
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rectangularPositionSnapGrid.GridLineRotation.BindTo(OsuGridToolboxGroup.GridLinesRotation);
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positionSnapGrid = rectangularPositionSnapGrid;
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positionSnapGrid.RelativeSizeAxes = Axes.Both;
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LayerBelowRuleset.Add(positionSnapGrid);
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}
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protected override ComposeBlueprintContainer CreateBlueprintContainer()
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=> new OsuBlueprintContainer(this);
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@ -151,7 +171,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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private readonly Cached distanceSnapGridCache = new Cached();
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private double? lastDistanceSnapGridTime;
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private RectangularPositionSnapGrid rectangularPositionSnapGrid;
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private PositionSnapGrid positionSnapGrid;
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protected override void Update()
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{
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@ -209,9 +229,13 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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if (rectangularGridSnapToggle.Value == TernaryState.True)
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{
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Vector2 pos = rectangularPositionSnapGrid.GetSnappedPosition(rectangularPositionSnapGrid.ToLocalSpace(result.ScreenSpacePosition));
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Vector2 pos = positionSnapGrid.GetSnappedPosition(positionSnapGrid.ToLocalSpace(result.ScreenSpacePosition));
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result.ScreenSpacePosition = rectangularPositionSnapGrid.ToScreenSpace(pos);
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// A grid which doesn't perfectly fit the playfield can produce a position that is outside of the playfield.
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// We need to clamp the position to the playfield bounds to ensure that the snapped position is always in bounds.
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pos = Vector2.Clamp(pos, Vector2.Zero, OsuPlayfield.BASE_SIZE);
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result.ScreenSpacePosition = positionSnapGrid.ToScreenSpace(pos);
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}
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}
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|
@ -1,69 +0,0 @@
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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 osu.Framework.Allocation;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets.Osu.UI;
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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 osuTK;
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namespace osu.Game.Rulesets.Osu.Edit
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{
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public partial class OsuRectangularPositionSnapGrid : RectangularPositionSnapGrid, IKeyBindingHandler<GlobalAction>
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{
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private static readonly int[] grid_sizes = { 4, 8, 16, 32 };
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private int currentGridSizeIndex = grid_sizes.Length - 1;
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[Resolved]
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private EditorBeatmap editorBeatmap { get; set; } = null!;
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public OsuRectangularPositionSnapGrid()
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: base(OsuPlayfield.BASE_SIZE / 2)
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{
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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int gridSizeIndex = Array.IndexOf(grid_sizes, editorBeatmap.BeatmapInfo.GridSize);
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if (gridSizeIndex >= 0)
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currentGridSizeIndex = gridSizeIndex;
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updateSpacing();
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}
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private void nextGridSize()
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{
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currentGridSizeIndex = (currentGridSizeIndex + 1) % grid_sizes.Length;
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updateSpacing();
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}
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private void updateSpacing()
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{
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int gridSize = grid_sizes[currentGridSizeIndex];
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editorBeatmap.BeatmapInfo.GridSize = gridSize;
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Spacing = new Vector2(gridSize);
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}
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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switch (e.Action)
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{
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case GlobalAction.EditorCycleGridDisplayMode:
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nextGridSize();
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return true;
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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}
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}
|
@ -16,7 +16,7 @@ using osuTK.Graphics;
|
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namespace osu.Game.Tests.Visual.Editing
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{
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public partial class TestSceneRectangularPositionSnapGrid : OsuManualInputManagerTestScene
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public partial class TestScenePositionSnapGrid : OsuManualInputManagerTestScene
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{
|
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private Container content;
|
||||
protected override Container<Drawable> Content => content;
|
||||
@ -33,28 +33,34 @@ namespace osu.Game.Tests.Visual.Editing
|
||||
},
|
||||
content = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Padding = new MarginPadding(10),
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private static readonly object[][] test_cases =
|
||||
{
|
||||
new object[] { new Vector2(0, 0), new Vector2(10, 10) },
|
||||
new object[] { new Vector2(240, 180), new Vector2(10, 15) },
|
||||
new object[] { new Vector2(160, 120), new Vector2(30, 20) },
|
||||
new object[] { new Vector2(480, 360), new Vector2(100, 100) },
|
||||
new object[] { new Vector2(0, 0), new Vector2(10, 10), 0f },
|
||||
new object[] { new Vector2(240, 180), new Vector2(10, 15), 10f },
|
||||
new object[] { new Vector2(160, 120), new Vector2(30, 20), -10f },
|
||||
new object[] { new Vector2(480, 360), new Vector2(100, 100), 0f },
|
||||
};
|
||||
|
||||
[TestCaseSource(nameof(test_cases))]
|
||||
public void TestRectangularGrid(Vector2 position, Vector2 spacing)
|
||||
public void TestRectangularGrid(Vector2 position, Vector2 spacing, float rotation)
|
||||
{
|
||||
RectangularPositionSnapGrid grid = null;
|
||||
|
||||
AddStep("create grid", () => Child = grid = new RectangularPositionSnapGrid(position)
|
||||
AddStep("create grid", () =>
|
||||
{
|
||||
Child = grid = new RectangularPositionSnapGrid
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Spacing = spacing
|
||||
};
|
||||
grid.StartPosition.Value = position;
|
||||
grid.Spacing.Value = spacing;
|
||||
grid.GridLineRotation.Value = rotation;
|
||||
});
|
||||
|
||||
AddStep("add snapping cursor", () => Add(new SnappingCursorContainer
|
@ -51,15 +51,16 @@ namespace osu.Game.Tournament.Screens.Editors
|
||||
|
||||
AddInternal(rightClickMessage = new WarningBox("Right click to place and link matches"));
|
||||
|
||||
ScrollContent.Add(grid = new RectangularPositionSnapGrid(Vector2.Zero)
|
||||
ScrollContent.Add(grid = new RectangularPositionSnapGrid
|
||||
{
|
||||
Spacing = new Vector2(GRID_SPACING),
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
BypassAutoSizeAxes = Axes.Both,
|
||||
Depth = float.MaxValue
|
||||
});
|
||||
|
||||
grid.Spacing.Value = new Vector2(GRID_SPACING);
|
||||
|
||||
LadderInfo.Matches.CollectionChanged += (_, _) => updateMessage();
|
||||
updateMessage();
|
||||
}
|
||||
|
@ -0,0 +1,166 @@
|
||||
// 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.Graphics;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Utils;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Screens.Edit.Compose.Components
|
||||
{
|
||||
public abstract partial class LinedPositionSnapGrid : PositionSnapGrid
|
||||
{
|
||||
protected void GenerateGridLines(Vector2 step, Vector2 drawSize)
|
||||
{
|
||||
if (Precision.AlmostEquals(step, Vector2.Zero))
|
||||
return;
|
||||
|
||||
int index = 0;
|
||||
|
||||
// Make lines the same width independent of display resolution.
|
||||
float lineWidth = DrawWidth / ScreenSpaceDrawQuad.Width;
|
||||
float rotation = MathHelper.RadiansToDegrees(MathF.Atan2(step.Y, step.X));
|
||||
|
||||
List<Box> generatedLines = new List<Box>();
|
||||
|
||||
while (true)
|
||||
{
|
||||
Vector2 currentPosition = StartPosition.Value + index * step;
|
||||
index++;
|
||||
|
||||
if (!lineDefinitelyIntersectsBox(currentPosition, step.PerpendicularLeft, drawSize, out var p1, out var p2))
|
||||
{
|
||||
if (!isMovingTowardsBox(currentPosition, step, drawSize))
|
||||
break;
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
var gridLine = new Box
|
||||
{
|
||||
Colour = Colour4.White,
|
||||
Alpha = 0.1f,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.None,
|
||||
Width = lineWidth,
|
||||
Height = Vector2.Distance(p1, p2),
|
||||
Position = (p1 + p2) / 2,
|
||||
Rotation = rotation,
|
||||
};
|
||||
|
||||
generatedLines.Add(gridLine);
|
||||
}
|
||||
|
||||
if (generatedLines.Count == 0)
|
||||
return;
|
||||
|
||||
generatedLines.First().Alpha = 0.2f;
|
||||
|
||||
AddRangeInternal(generatedLines);
|
||||
}
|
||||
|
||||
private bool isMovingTowardsBox(Vector2 currentPosition, Vector2 step, Vector2 box)
|
||||
{
|
||||
return (currentPosition + step).LengthSquared < currentPosition.LengthSquared ||
|
||||
(currentPosition + step - box).LengthSquared < (currentPosition - box).LengthSquared;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines if the line starting at <paramref name="lineStart"/> and going in the direction of <paramref name="lineDir"/>
|
||||
/// definitely intersects the box on (0, 0) with the given width and height and returns the intersection points if it does.
|
||||
/// </summary>
|
||||
/// <param name="lineStart">The start point of the line.</param>
|
||||
/// <param name="lineDir">The direction of the line.</param>
|
||||
/// <param name="box">The width and height of the box.</param>
|
||||
/// <param name="p1">The first intersection point.</param>
|
||||
/// <param name="p2">The second intersection point.</param>
|
||||
/// <returns>Whether the line definitely intersects the box.</returns>
|
||||
private bool lineDefinitelyIntersectsBox(Vector2 lineStart, Vector2 lineDir, Vector2 box, out Vector2 p1, out Vector2 p2)
|
||||
{
|
||||
p1 = Vector2.Zero;
|
||||
p2 = Vector2.Zero;
|
||||
|
||||
if (Precision.AlmostEquals(lineDir.X, 0))
|
||||
{
|
||||
// If the line is vertical, we only need to check if the X coordinate of the line is within the box.
|
||||
if (!Precision.DefinitelyBigger(lineStart.X, 0) || !Precision.DefinitelyBigger(box.X, lineStart.X))
|
||||
return false;
|
||||
|
||||
p1 = new Vector2(lineStart.X, 0);
|
||||
p2 = new Vector2(lineStart.X, box.Y);
|
||||
return true;
|
||||
}
|
||||
|
||||
if (Precision.AlmostEquals(lineDir.Y, 0))
|
||||
{
|
||||
// If the line is horizontal, we only need to check if the Y coordinate of the line is within the box.
|
||||
if (!Precision.DefinitelyBigger(lineStart.Y, 0) || !Precision.DefinitelyBigger(box.Y, lineStart.Y))
|
||||
return false;
|
||||
|
||||
p1 = new Vector2(0, lineStart.Y);
|
||||
p2 = new Vector2(box.X, lineStart.Y);
|
||||
return true;
|
||||
}
|
||||
|
||||
float m = lineDir.Y / lineDir.X;
|
||||
float mInv = lineDir.X / lineDir.Y; // Use this to improve numerical stability if X is close to zero.
|
||||
float b = lineStart.Y - m * lineStart.X;
|
||||
|
||||
// Calculate intersection points with the sides of the box.
|
||||
var p = new List<Vector2>(4);
|
||||
|
||||
if (0 <= b && b <= box.Y)
|
||||
p.Add(new Vector2(0, b));
|
||||
if (0 <= (box.Y - b) * mInv && (box.Y - b) * mInv <= box.X)
|
||||
p.Add(new Vector2((box.Y - b) * mInv, box.Y));
|
||||
if (0 <= m * box.X + b && m * box.X + b <= box.Y)
|
||||
p.Add(new Vector2(box.X, m * box.X + b));
|
||||
if (0 <= -b * mInv && -b * mInv <= box.X)
|
||||
p.Add(new Vector2(-b * mInv, 0));
|
||||
|
||||
switch (p.Count)
|
||||
{
|
||||
case 4:
|
||||
// If there are 4 intersection points, the line is a diagonal of the box.
|
||||
if (m > 0)
|
||||
{
|
||||
p1 = Vector2.Zero;
|
||||
p2 = box;
|
||||
}
|
||||
else
|
||||
{
|
||||
p1 = new Vector2(0, box.Y);
|
||||
p2 = new Vector2(box.X, 0);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 3:
|
||||
// If there are 3 intersection points, the line goes through a corner of the box.
|
||||
if (p[0] == p[1])
|
||||
{
|
||||
p1 = p[0];
|
||||
p2 = p[2];
|
||||
}
|
||||
else
|
||||
{
|
||||
p1 = p[0];
|
||||
p2 = p[1];
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 2:
|
||||
p1 = p[0];
|
||||
p2 = p[1];
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
return !Precision.AlmostEquals(p1, p2);
|
||||
}
|
||||
}
|
||||
}
|
93
osu.Game/Screens/Edit/Compose/Components/PositionSnapGrid.cs
Normal file
93
osu.Game/Screens/Edit/Compose/Components/PositionSnapGrid.cs
Normal file
@ -0,0 +1,93 @@
|
||||
// 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.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Layout;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Screens.Edit.Compose.Components
|
||||
{
|
||||
public abstract partial class PositionSnapGrid : CompositeDrawable
|
||||
{
|
||||
/// <summary>
|
||||
/// The position of the origin of this <see cref="PositionSnapGrid"/> in local coordinates.
|
||||
/// </summary>
|
||||
public Bindable<Vector2> StartPosition { get; } = new Bindable<Vector2>(Vector2.Zero);
|
||||
|
||||
protected readonly LayoutValue GridCache = new LayoutValue(Invalidation.RequiredParentSizeToFit);
|
||||
|
||||
protected PositionSnapGrid()
|
||||
{
|
||||
StartPosition.BindValueChanged(_ => GridCache.Invalidate());
|
||||
|
||||
AddLayout(GridCache);
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
if (GridCache.IsValid) return;
|
||||
|
||||
ClearInternal();
|
||||
|
||||
if (DrawWidth > 0 && DrawHeight > 0)
|
||||
CreateContent();
|
||||
|
||||
GridCache.Validate();
|
||||
}
|
||||
|
||||
protected abstract void CreateContent();
|
||||
|
||||
protected void GenerateOutline(Vector2 drawSize)
|
||||
{
|
||||
// Make lines the same width independent of display resolution.
|
||||
float lineWidth = DrawWidth / ScreenSpaceDrawQuad.Width;
|
||||
|
||||
AddRangeInternal(new[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
Colour = Colour4.White,
|
||||
Alpha = 0.3f,
|
||||
Origin = Anchor.CentreLeft,
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Height = lineWidth,
|
||||
Y = 0,
|
||||
},
|
||||
new Box
|
||||
{
|
||||
Colour = Colour4.White,
|
||||
Alpha = 0.3f,
|
||||
Origin = Anchor.CentreLeft,
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Height = lineWidth,
|
||||
Y = drawSize.Y,
|
||||
},
|
||||
new Box
|
||||
{
|
||||
Colour = Colour4.White,
|
||||
Alpha = 0.3f,
|
||||
Origin = Anchor.TopCentre,
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
Width = lineWidth,
|
||||
X = 0,
|
||||
},
|
||||
new Box
|
||||
{
|
||||
Colour = Colour4.White,
|
||||
Alpha = 0.3f,
|
||||
Origin = Anchor.TopCentre,
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
Width = lineWidth,
|
||||
X = drawSize.X,
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
public abstract Vector2 GetSnappedPosition(Vector2 original);
|
||||
}
|
||||
}
|
@ -2,132 +2,51 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Layout;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Game.Utils;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Screens.Edit.Compose.Components
|
||||
{
|
||||
public partial class RectangularPositionSnapGrid : CompositeDrawable
|
||||
public partial class RectangularPositionSnapGrid : LinedPositionSnapGrid
|
||||
{
|
||||
/// <summary>
|
||||
/// The position of the origin of this <see cref="RectangularPositionSnapGrid"/> in local coordinates.
|
||||
/// </summary>
|
||||
public Vector2 StartPosition { get; }
|
||||
|
||||
private Vector2 spacing = Vector2.One;
|
||||
|
||||
/// <summary>
|
||||
/// The spacing between grid lines of this <see cref="RectangularPositionSnapGrid"/>.
|
||||
/// </summary>
|
||||
public Vector2 Spacing
|
||||
{
|
||||
get => spacing;
|
||||
set
|
||||
{
|
||||
if (spacing.X <= 0 || spacing.Y <= 0)
|
||||
throw new ArgumentException("Grid spacing must be positive.");
|
||||
public Bindable<Vector2> Spacing { get; } = new Bindable<Vector2>(Vector2.One);
|
||||
|
||||
spacing = value;
|
||||
gridCache.Invalidate();
|
||||
}
|
||||
/// <summary>
|
||||
/// The rotation in degrees of the grid lines of this <see cref="RectangularPositionSnapGrid"/>.
|
||||
/// </summary>
|
||||
public BindableFloat GridLineRotation { get; } = new BindableFloat();
|
||||
|
||||
public RectangularPositionSnapGrid()
|
||||
{
|
||||
Spacing.BindValueChanged(_ => GridCache.Invalidate());
|
||||
GridLineRotation.BindValueChanged(_ => GridCache.Invalidate());
|
||||
}
|
||||
|
||||
private readonly LayoutValue gridCache = new LayoutValue(Invalidation.RequiredParentSizeToFit);
|
||||
|
||||
public RectangularPositionSnapGrid(Vector2 startPosition)
|
||||
{
|
||||
StartPosition = startPosition;
|
||||
|
||||
AddLayout(gridCache);
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
if (!gridCache.IsValid)
|
||||
{
|
||||
ClearInternal();
|
||||
|
||||
if (DrawWidth > 0 && DrawHeight > 0)
|
||||
createContent();
|
||||
|
||||
gridCache.Validate();
|
||||
}
|
||||
}
|
||||
|
||||
private void createContent()
|
||||
protected override void CreateContent()
|
||||
{
|
||||
var drawSize = DrawSize;
|
||||
var rot = Quaternion.FromAxisAngle(Vector3.UnitZ, MathHelper.DegreesToRadians(GridLineRotation.Value));
|
||||
|
||||
generateGridLines(Direction.Horizontal, StartPosition.Y, 0, -Spacing.Y);
|
||||
generateGridLines(Direction.Horizontal, StartPosition.Y, drawSize.Y, Spacing.Y);
|
||||
GenerateGridLines(Vector2.Transform(new Vector2(0, -Spacing.Value.Y), rot), drawSize);
|
||||
GenerateGridLines(Vector2.Transform(new Vector2(0, Spacing.Value.Y), rot), drawSize);
|
||||
|
||||
generateGridLines(Direction.Vertical, StartPosition.X, 0, -Spacing.X);
|
||||
generateGridLines(Direction.Vertical, StartPosition.X, drawSize.X, Spacing.X);
|
||||
GenerateGridLines(Vector2.Transform(new Vector2(-Spacing.Value.X, 0), rot), drawSize);
|
||||
GenerateGridLines(Vector2.Transform(new Vector2(Spacing.Value.X, 0), rot), drawSize);
|
||||
|
||||
GenerateOutline(drawSize);
|
||||
}
|
||||
|
||||
private void generateGridLines(Direction direction, float startPosition, float endPosition, float step)
|
||||
public override Vector2 GetSnappedPosition(Vector2 original)
|
||||
{
|
||||
int index = 0;
|
||||
float currentPosition = startPosition;
|
||||
|
||||
// Make lines the same width independent of display resolution.
|
||||
float lineWidth = DrawWidth / ScreenSpaceDrawQuad.Width;
|
||||
|
||||
List<Box> generatedLines = new List<Box>();
|
||||
|
||||
while (Precision.AlmostBigger((endPosition - currentPosition) * Math.Sign(step), 0))
|
||||
{
|
||||
var gridLine = new Box
|
||||
{
|
||||
Colour = Colour4.White,
|
||||
Alpha = 0.1f,
|
||||
};
|
||||
|
||||
if (direction == Direction.Horizontal)
|
||||
{
|
||||
gridLine.Origin = Anchor.CentreLeft;
|
||||
gridLine.RelativeSizeAxes = Axes.X;
|
||||
gridLine.Height = lineWidth;
|
||||
gridLine.Y = currentPosition;
|
||||
}
|
||||
else
|
||||
{
|
||||
gridLine.Origin = Anchor.TopCentre;
|
||||
gridLine.RelativeSizeAxes = Axes.Y;
|
||||
gridLine.Width = lineWidth;
|
||||
gridLine.X = currentPosition;
|
||||
}
|
||||
|
||||
generatedLines.Add(gridLine);
|
||||
|
||||
index += 1;
|
||||
currentPosition = startPosition + index * step;
|
||||
}
|
||||
|
||||
if (generatedLines.Count == 0)
|
||||
return;
|
||||
|
||||
generatedLines.First().Alpha = 0.3f;
|
||||
generatedLines.Last().Alpha = 0.3f;
|
||||
|
||||
AddRangeInternal(generatedLines);
|
||||
}
|
||||
|
||||
public Vector2 GetSnappedPosition(Vector2 original)
|
||||
{
|
||||
Vector2 relativeToStart = original - StartPosition;
|
||||
Vector2 offset = Vector2.Divide(relativeToStart, Spacing);
|
||||
Vector2 relativeToStart = GeometryUtils.RotateVector(original - StartPosition.Value, GridLineRotation.Value);
|
||||
Vector2 offset = Vector2.Divide(relativeToStart, Spacing.Value);
|
||||
Vector2 roundedOffset = new Vector2(MathF.Round(offset.X), MathF.Round(offset.Y));
|
||||
|
||||
return StartPosition + Vector2.Multiply(roundedOffset, Spacing);
|
||||
return StartPosition.Value + GeometryUtils.RotateVector(Vector2.Multiply(roundedOffset, Spacing.Value), -GridLineRotation.Value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -26,9 +26,7 @@ namespace osu.Game.Utils
|
||||
point.X -= origin.X;
|
||||
point.Y -= origin.Y;
|
||||
|
||||
Vector2 ret;
|
||||
ret.X = point.X * MathF.Cos(float.DegreesToRadians(angle)) + point.Y * MathF.Sin(float.DegreesToRadians(angle));
|
||||
ret.Y = point.X * -MathF.Sin(float.DegreesToRadians(angle)) + point.Y * MathF.Cos(float.DegreesToRadians(angle));
|
||||
Vector2 ret = RotateVector(point, angle);
|
||||
|
||||
ret.X += origin.X;
|
||||
ret.Y += origin.Y;
|
||||
@ -36,6 +34,19 @@ namespace osu.Game.Utils
|
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return ret;
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||||
}
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||||
/// <summary>
|
||||
/// Rotate a vector around the origin.
|
||||
/// </summary>
|
||||
/// <param name="vector">The vector.</param>
|
||||
/// <param name="angle">The angle to rotate (in degrees).</param>
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public static Vector2 RotateVector(Vector2 vector, float angle)
|
||||
{
|
||||
return new Vector2(
|
||||
vector.X * MathF.Cos(float.DegreesToRadians(angle)) + vector.Y * MathF.Sin(float.DegreesToRadians(angle)),
|
||||
vector.X * -MathF.Sin(float.DegreesToRadians(angle)) + vector.Y * MathF.Cos(float.DegreesToRadians(angle))
|
||||
);
|
||||
}
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||||
|
||||
/// <summary>
|
||||
/// Given a flip direction, a surrounding quad for all selected objects, and a position,
|
||||
/// will return the flipped position in screen space coordinates.
|
||||
|
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