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Merge branch 'master' into master
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commit
35d57f74bf
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.Edit.Blueprints;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Mania.Tests
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{
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public class TestCaseHoldNotePlacementBlueprint : ManiaPlacementBlueprintTestCase
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{
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protected override DrawableHitObject CreateHitObject(HitObject hitObject) => new DrawableHoldNote((HoldNote)hitObject);
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protected override PlacementBlueprint CreateBlueprint() => new HoldNotePlacementBlueprint();
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}
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}
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
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namespace osu.Game.Rulesets.Mania.Edit.Blueprints.Components
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{
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public class EditBodyPiece : BodyPiece
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{
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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AccentColour = colours.Yellow;
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Background.Alpha = 0.5f;
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Foreground.Alpha = 0;
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}
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}
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}
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Mania.Edit.Blueprints.Components;
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using osu.Game.Rulesets.Mania.Objects;
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using osuTK;
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namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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{
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public class HoldNotePlacementBlueprint : ManiaPlacementBlueprint<HoldNote>
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{
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private readonly EditBodyPiece bodyPiece;
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private readonly EditNotePiece headPiece;
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private readonly EditNotePiece tailPiece;
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public HoldNotePlacementBlueprint()
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: base(new HoldNote())
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{
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RelativeSizeAxes = Axes.Both;
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InternalChildren = new Drawable[]
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{
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bodyPiece = new EditBodyPiece { Origin = Anchor.TopCentre },
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headPiece = new EditNotePiece { Origin = Anchor.Centre },
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tailPiece = new EditNotePiece { Origin = Anchor.Centre }
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};
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}
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protected override void Update()
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{
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base.Update();
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if (Column != null)
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{
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headPiece.Y = PositionAt(HitObject.StartTime);
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tailPiece.Y = PositionAt(HitObject.EndTime);
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}
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var topPosition = new Vector2(headPiece.DrawPosition.X, Math.Min(headPiece.DrawPosition.Y, tailPiece.DrawPosition.Y));
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var bottomPosition = new Vector2(headPiece.DrawPosition.X, Math.Max(headPiece.DrawPosition.Y, tailPiece.DrawPosition.Y));
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bodyPiece.Position = topPosition;
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bodyPiece.Width = headPiece.Width;
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bodyPiece.Height = (bottomPosition - topPosition).Y;
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}
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private double originalStartTime;
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protected override bool OnMouseMove(MouseMoveEvent e)
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{
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base.OnMouseMove(e);
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if (PlacementBegun)
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{
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var endTime = TimeAt(e.ScreenSpaceMousePosition);
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HitObject.StartTime = endTime < originalStartTime ? endTime : originalStartTime;
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HitObject.Duration = Math.Abs(endTime - originalStartTime);
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}
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else
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{
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headPiece.Width = tailPiece.Width = SnappedWidth;
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headPiece.X = tailPiece.X = SnappedMousePosition.X;
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originalStartTime = HitObject.StartTime = TimeAt(e.ScreenSpaceMousePosition);
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}
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return true;
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}
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}
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}
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@ -3,6 +3,7 @@
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using osu.Framework.Allocation;
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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.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.Objects;
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@ -13,11 +14,14 @@ using osuTK;
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namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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{
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public abstract class ManiaPlacementBlueprint<T> : PlacementBlueprint
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public abstract class ManiaPlacementBlueprint<T> : PlacementBlueprint,
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IRequireHighFrequencyMousePosition // the playfield could be moving behind us
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where T : ManiaHitObject
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{
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protected new T HitObject => (T)base.HitObject;
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protected Column Column;
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/// <summary>
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/// The current mouse position, snapped to the closest column.
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/// </summary>
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@ -40,31 +44,49 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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RelativeSizeAxes = Axes.None;
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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if (Column == null)
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return base.OnMouseDown(e);
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HitObject.StartTime = TimeAt(e.ScreenSpaceMousePosition);
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HitObject.Column = Column.Index;
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BeginPlacement();
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return true;
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}
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protected override bool OnMouseUp(MouseUpEvent e)
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{
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EndPlacement();
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return base.OnMouseUp(e);
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}
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protected override bool OnMouseMove(MouseMoveEvent e)
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{
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Column column = ColumnAt(e.ScreenSpaceMousePosition);
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if (!PlacementBegun)
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Column = ColumnAt(e.ScreenSpaceMousePosition);
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if (column == null) return false;
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if (Column == null) return false;
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SnappedWidth = column.DrawWidth;
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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)));
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var parentPos = Parent.ToLocalSpace(Column.ToScreenSpace(new Vector2(Column.DrawWidth / 2, 0)));
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SnappedMousePosition = new Vector2(parentPos.X, e.MousePosition.Y);
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return true;
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}
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protected double TimeAt(Vector2 screenSpacePosition)
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{
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var column = ColumnAt(screenSpacePosition);
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if (column == null)
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if (Column == null)
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return 0;
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var hitObjectContainer = column.HitObjectContainer;
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var hitObjectContainer = Column.HitObjectContainer;
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// If we're scrolling downwards, a position of 0 is actually further away from the hit target
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// so we need to flip the vertical coordinate in the hitobject container's space
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var hitObjectPos = column.HitObjectContainer.ToLocalSpace(applyPositionOffset(screenSpacePosition)).Y;
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var hitObjectPos = Column.HitObjectContainer.ToLocalSpace(applyPositionOffset(screenSpacePosition, false)).Y;
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if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
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hitObjectPos = hitObjectContainer.DrawHeight - hitObjectPos;
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@ -74,21 +96,22 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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hitObjectContainer.DrawHeight);
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}
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protected Column ColumnAt(Vector2 screenSpacePosition)
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=> composer.ColumnAt(applyPositionOffset(screenSpacePosition));
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private Vector2 applyPositionOffset(Vector2 position)
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protected float PositionAt(double time)
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{
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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position.Y -= NotePiece.NOTE_HEIGHT / 2;
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break;
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case ScrollingDirection.Down:
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position.Y += NotePiece.NOTE_HEIGHT / 2;
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break;
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}
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var pos = scrollingInfo.Algorithm.PositionAt(time,
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EditorClock.CurrentTime,
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scrollingInfo.TimeRange.Value,
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Column.HitObjectContainer.DrawHeight);
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return applyPositionOffset(Column.HitObjectContainer.ToSpaceOfOtherDrawable(new Vector2(0, pos), Parent), true).Y;
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}
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protected Column ColumnAt(Vector2 screenSpacePosition)
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=> composer.ColumnAt(applyPositionOffset(screenSpacePosition, false));
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private Vector2 applyPositionOffset(Vector2 position, bool reverse)
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{
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position.Y += (scrollingInfo.Direction.Value == ScrollingDirection.Up && !reverse ? -1 : 1) * NotePiece.NOTE_HEIGHT / 2;
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return position;
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}
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}
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Graphics;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Mania.Edit.Blueprints.Components;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.UI;
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namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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{
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Width = SnappedWidth;
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Position = SnappedMousePosition;
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}
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protected override bool OnClick(ClickEvent e)
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{
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Column column;
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if ((column = ColumnAt(e.ScreenSpaceMousePosition)) == null)
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return base.OnClick(e);
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HitObject.StartTime = TimeAt(e.ScreenSpaceMousePosition);
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HitObject.Column = column.Index;
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EndPlacement();
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return true;
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}
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}
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}
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19
osu.Game.Rulesets.Mania/Edit/HoldNoteCompositionTool.cs
Normal file
19
osu.Game.Rulesets.Mania/Edit/HoldNoteCompositionTool.cs
Normal file
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Mania.Edit.Blueprints;
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namespace osu.Game.Rulesets.Mania.Edit
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{
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public class HoldNoteCompositionTool : HitObjectCompositionTool
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{
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public HoldNoteCompositionTool()
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: base("Hold")
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{
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}
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public override PlacementBlueprint CreatePlacementBlueprint() => new HoldNotePlacementBlueprint();
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}
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}
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protected override IReadOnlyList<HitObjectCompositionTool> CompositionTools => new HitObjectCompositionTool[]
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{
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new NoteCompositionTool()
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new NoteCompositionTool(),
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new HoldNoteCompositionTool()
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};
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public override SelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject)
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/// <summary>
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/// Represents length-wise portion of a hold note.
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/// </summary>
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internal class BodyPiece : Container, IHasAccentColour
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public class BodyPiece : Container, IHasAccentColour
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{
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private readonly Container subtractionLayer;
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private readonly Drawable background;
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private readonly BufferedContainer foreground;
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protected readonly Drawable Background;
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protected readonly BufferedContainer Foreground;
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private readonly BufferedContainer subtractionContainer;
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public BodyPiece()
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Children = new[]
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{
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background = new Box { RelativeSizeAxes = Axes.Both },
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foreground = new BufferedContainer
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Background = new Box { RelativeSizeAxes = Axes.Both },
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Foreground = new BufferedContainer
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{
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Blending = BlendingMode.Additive,
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RelativeSizeAxes = Axes.Both,
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Radius = DrawWidth
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};
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foreground.ForceRedraw();
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Foreground.ForceRedraw();
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subtractionContainer.ForceRedraw();
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subtractionCache.Validate();
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@ -137,18 +137,18 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables.Pieces
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if (!IsLoaded)
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return;
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foreground.Colour = AccentColour.Opacity(0.5f);
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background.Colour = AccentColour.Opacity(0.7f);
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Foreground.Colour = AccentColour.Opacity(0.5f);
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Background.Colour = AccentColour.Opacity(0.7f);
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const float animation_length = 50;
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foreground.ClearTransforms(false, nameof(foreground.Colour));
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Foreground.ClearTransforms(false, nameof(Foreground.Colour));
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if (hitting)
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{
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// wait for the next sync point
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double synchronisedOffset = animation_length * 2 - Time.Current % (animation_length * 2);
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using (foreground.BeginDelayedSequence(synchronisedOffset))
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foreground.FadeColour(AccentColour.Lighten(0.2f), animation_length).Then().FadeColour(foreground.Colour, animation_length).Loop();
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using (Foreground.BeginDelayedSequence(synchronisedOffset))
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Foreground.FadeColour(AccentColour.Lighten(0.2f), animation_length).Then().FadeColour(Foreground.Colour, animation_length).Loop();
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}
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subtractionCache.Invalidate();
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