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mirror of https://github.com/ppy/osu.git synced 2024-12-14 08:52:55 +08:00

Implement path drawing

This commit is contained in:
smoogipoo 2018-10-04 18:24:25 +09:00
parent b3e105ba93
commit 402950b132

View File

@ -2,14 +2,19 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic; using System.Collections.Generic;
using System.Drawing.Imaging;
using System.Linq; using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Lines;
using osu.Framework.Input.Events; using osu.Framework.Input.Events;
using osu.Game.Graphics;
using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects;
using OpenTK; using OpenTK;
using OpenTK.Input;
namespace osu.Game.Rulesets.Osu.Edit.Masks 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 headMask;
private readonly CirclePlacementMask tailMask; 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() public SliderPlacementMask()
: base(new Slider()) : base(new Slider())
@ -31,22 +38,32 @@ namespace osu.Game.Rulesets.Osu.Edit.Masks
InternalChildren = new Drawable[] InternalChildren = new Drawable[]
{ {
path = new Path { PathWidth = 5 },
headMask = new CirclePlacementMask(), headMask = new CirclePlacementMask(),
tailMask = 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) protected override bool OnMouseMove(MouseMoveEvent e)
{ {
switch (state) switch (state)
{ {
case PlacementState.Head: case PlacementState.Initial:
headMask.Position = e.MousePosition; headMask.Position = e.MousePosition;
return true; return true;
case PlacementState.Tail: case PlacementState.Body:
tailMask.Position = ToLocalSpace(e.ScreenSpaceMousePosition); tailMask.Position = e.MousePosition;
cursor = tailMask.Position - headMask.Position;
return true; return true;
} }
@ -57,31 +74,84 @@ namespace osu.Game.Rulesets.Osu.Edit.Masks
{ {
switch (state) switch (state)
{ {
case PlacementState.Head: case PlacementState.Initial:
setState(PlacementState.Tail); beginCurve();
controlPoints.Add(Vector2.Zero);
break; break;
case PlacementState.Tail: case PlacementState.Body:
controlPoints.Add(tailMask.Position - headMask.Position); switch (e.Button)
HitObject.Position = headMask.Position; {
HitObject.ControlPoints = controlPoints.ToList(); case MouseButton.Left:
HitObject.CurveType = CurveType.Linear; segments.Last().ControlPoints.Add(cursor);
HitObject.Distance = Vector2.Distance(controlPoints.First(), controlPoints.Last()); break;
Finish(); }
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) private void setState(PlacementState newState)
{ {
switch (newState) switch (newState)
{ {
case PlacementState.Head: case PlacementState.Initial:
tailMask.Alpha = 0; tailMask.Alpha = 0;
break; break;
case PlacementState.Tail: case PlacementState.Body:
tailMask.Alpha = 1; tailMask.Alpha = 1;
break; break;
} }
@ -91,9 +161,52 @@ namespace osu.Game.Rulesets.Osu.Edit.Masks
private enum PlacementState private enum PlacementState
{ {
Head, Initial,
Body, 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;
}
} }
} }
} }