mirror of
https://github.com/ppy/osu.git
synced 2024-12-14 05:32:54 +08:00
Implement path drawing
This commit is contained in:
parent
b3e105ba93
commit
402950b132
@ -2,14 +2,19 @@
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing.Imaging;
|
||||
using System.Linq;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Extensions.IEnumerableExtensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Lines;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Types;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using OpenTK;
|
||||
using OpenTK.Input;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Edit.Masks
|
||||
{
|
||||
@ -19,10 +24,12 @@ namespace osu.Game.Rulesets.Osu.Edit.Masks
|
||||
|
||||
private readonly CirclePlacementMask headMask;
|
||||
private readonly CirclePlacementMask tailMask;
|
||||
private readonly Path path;
|
||||
|
||||
private readonly List<Vector2> controlPoints = new List<Vector2>();
|
||||
private readonly List<Segment> segments = new List<Segment>();
|
||||
private Vector2 cursor;
|
||||
|
||||
private PlacementState state = PlacementState.Head;
|
||||
private PlacementState state;
|
||||
|
||||
public SliderPlacementMask()
|
||||
: base(new Slider())
|
||||
@ -31,22 +38,32 @@ namespace osu.Game.Rulesets.Osu.Edit.Masks
|
||||
|
||||
InternalChildren = new Drawable[]
|
||||
{
|
||||
path = new Path { PathWidth = 5 },
|
||||
headMask = new CirclePlacementMask(),
|
||||
tailMask = new CirclePlacementMask(),
|
||||
};
|
||||
|
||||
setState(PlacementState.Head);
|
||||
segments.Add(new Segment(Vector2.Zero));
|
||||
|
||||
setState(PlacementState.Initial);
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
path.Colour = colours.Yellow;
|
||||
}
|
||||
|
||||
protected override bool OnMouseMove(MouseMoveEvent e)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case PlacementState.Head:
|
||||
case PlacementState.Initial:
|
||||
headMask.Position = e.MousePosition;
|
||||
return true;
|
||||
case PlacementState.Tail:
|
||||
tailMask.Position = ToLocalSpace(e.ScreenSpaceMousePosition);
|
||||
case PlacementState.Body:
|
||||
tailMask.Position = e.MousePosition;
|
||||
cursor = tailMask.Position - headMask.Position;
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -57,31 +74,84 @@ namespace osu.Game.Rulesets.Osu.Edit.Masks
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case PlacementState.Head:
|
||||
setState(PlacementState.Tail);
|
||||
controlPoints.Add(Vector2.Zero);
|
||||
case PlacementState.Initial:
|
||||
beginCurve();
|
||||
break;
|
||||
case PlacementState.Tail:
|
||||
controlPoints.Add(tailMask.Position - headMask.Position);
|
||||
HitObject.Position = headMask.Position;
|
||||
HitObject.ControlPoints = controlPoints.ToList();
|
||||
HitObject.CurveType = CurveType.Linear;
|
||||
HitObject.Distance = Vector2.Distance(controlPoints.First(), controlPoints.Last());
|
||||
Finish();
|
||||
case PlacementState.Body:
|
||||
switch (e.Button)
|
||||
{
|
||||
case MouseButton.Left:
|
||||
segments.Last().ControlPoints.Add(cursor);
|
||||
break;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
return base.OnClick(e);
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override bool OnMouseUp(MouseUpEvent e)
|
||||
{
|
||||
if (state == PlacementState.Body && e.Button == MouseButton.Right)
|
||||
endCurve();
|
||||
return base.OnMouseUp(e);
|
||||
}
|
||||
|
||||
protected override bool OnDoubleClick(DoubleClickEvent e)
|
||||
{
|
||||
segments.Add(new Segment(segments[segments.Count - 1].ControlPoints.Last()));
|
||||
return true;
|
||||
}
|
||||
|
||||
private void beginCurve()
|
||||
{
|
||||
setState(PlacementState.Body);
|
||||
}
|
||||
|
||||
private void endCurve()
|
||||
{
|
||||
HitObject.Position = headMask.Position;
|
||||
HitObject.ControlPoints = segments.SelectMany(s => s.ControlPoints).Concat(cursor.Yield()).ToList();
|
||||
HitObject.CurveType = HitObject.ControlPoints.Count > 2 ? CurveType.Bezier : CurveType.Linear;
|
||||
HitObject.Distance = segments.Sum(s => s.Distance);
|
||||
|
||||
Finish();
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
segments.ForEach(s => s.Calculate());
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case PlacementState.Body:
|
||||
path.Position = headMask.Position;
|
||||
path.PathWidth = 10;
|
||||
|
||||
path.ClearVertices();
|
||||
|
||||
for (int i = 0; i < segments.Count; i++)
|
||||
{
|
||||
var segmentPath = segments[i].Calculate(i == segments.Count - 1 ? (Vector2?)cursor : null);
|
||||
segmentPath.ForEach(v => path.AddVertex(v));
|
||||
}
|
||||
|
||||
path.OriginPosition = path.PositionInBoundingBox(Vector2.Zero);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void setState(PlacementState newState)
|
||||
{
|
||||
switch (newState)
|
||||
{
|
||||
case PlacementState.Head:
|
||||
case PlacementState.Initial:
|
||||
tailMask.Alpha = 0;
|
||||
break;
|
||||
case PlacementState.Tail:
|
||||
case PlacementState.Body:
|
||||
tailMask.Alpha = 1;
|
||||
break;
|
||||
}
|
||||
@ -91,9 +161,52 @@ namespace osu.Game.Rulesets.Osu.Edit.Masks
|
||||
|
||||
private enum PlacementState
|
||||
{
|
||||
Head,
|
||||
Initial,
|
||||
Body,
|
||||
Tail
|
||||
}
|
||||
|
||||
private class Segment
|
||||
{
|
||||
public float Distance { get; private set; }
|
||||
|
||||
public readonly List<Vector2> ControlPoints = new List<Vector2>();
|
||||
public IApproximator Approximator = new LinearApproximator();
|
||||
|
||||
public Segment(Vector2 offset)
|
||||
{
|
||||
ControlPoints.Add(offset);
|
||||
}
|
||||
|
||||
public List<Vector2> Calculate(Vector2? cursor = null)
|
||||
{
|
||||
var allControlPoints = ControlPoints.ToList();
|
||||
if (cursor.HasValue)
|
||||
allControlPoints.Add(cursor.Value);
|
||||
|
||||
IApproximator approximator;
|
||||
|
||||
switch (Approximator)
|
||||
{
|
||||
case null:
|
||||
approximator = new LinearApproximator();
|
||||
break;
|
||||
case LinearApproximator _ when allControlPoints.Count > 2:
|
||||
case CircularArcApproximator _ when allControlPoints.Count > 3:
|
||||
approximator = new BezierApproximator();
|
||||
break;
|
||||
default:
|
||||
approximator = Approximator;
|
||||
break;
|
||||
}
|
||||
|
||||
Distance = 0;
|
||||
|
||||
var points = approximator.Approximate(allControlPoints);
|
||||
for (int i = 0; i < points.Count - 1; i++)
|
||||
Distance += Vector2.Distance(points[i], points[i + 1]);
|
||||
|
||||
return points;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user