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Split out grids into separate files
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@ -7,16 +7,13 @@ using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input.Events;
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using osu.Framework.MathUtils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Objects;
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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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@ -209,80 +206,5 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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}
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}
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private abstract class CircularBeatSnapGrid : BeatSnapGrid
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{
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protected CircularBeatSnapGrid(HitObject hitObject, Vector2 centrePosition)
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: base(hitObject, centrePosition)
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{
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}
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protected override void CreateContent(Vector2 centrePosition)
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{
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float maxDistance = Math.Max(
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Vector2.Distance(centrePosition, Vector2.Zero),
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Math.Max(
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Vector2.Distance(centrePosition, new Vector2(DrawWidth, 0)),
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Math.Max(
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Vector2.Distance(centrePosition, new Vector2(0, DrawHeight)),
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Vector2.Distance(centrePosition, DrawSize))));
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int requiredCircles = (int)(maxDistance / DistanceSpacing);
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for (int i = 0; i < requiredCircles; i++)
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{
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float radius = (i + 1) * DistanceSpacing * 2;
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AddInternal(new CircularProgress
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{
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Origin = Anchor.Centre,
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Position = centrePosition,
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Current = { Value = 1 },
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Size = new Vector2(radius),
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InnerRadius = 4 * 1f / radius,
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Colour = GetColourForBeatIndex(i)
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});
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}
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}
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public override Vector2 GetSnapPosition(Vector2 position)
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{
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Vector2 direction = position - CentrePosition;
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float distance = direction.Length;
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float radius = DistanceSpacing;
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int radialCount = Math.Max(1, (int)Math.Round(distance / radius));
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if (radialCount <= 0)
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return position;
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Vector2 normalisedDirection = direction * new Vector2(1f / distance);
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return CentrePosition + normalisedDirection * radialCount * radius;
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}
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}
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private class OsuBeatSnapGrid : CircularBeatSnapGrid
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{
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/// <summary>
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/// Scoring distance with a speed-adjusted beat length of 1 second.
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/// </summary>
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private const float base_scoring_distance = 100;
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public OsuBeatSnapGrid(OsuHitObject hitObject)
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: base(hitObject, hitObject.StackedEndPosition)
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{
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}
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protected override float GetVelocity(double time, ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(time);
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DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(time);
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double scoringDistance = base_scoring_distance * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;
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return (float)(scoringDistance / timingPoint.BeatLength);
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}
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}
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}
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}
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33
osu.Game.Rulesets.Osu/Edit/OsuBeatSnapGrid.cs
Normal file
33
osu.Game.Rulesets.Osu/Edit/OsuBeatSnapGrid.cs
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@ -0,0 +1,33 @@
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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.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Screens.Edit.Compose.Components;
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namespace osu.Game.Rulesets.Osu.Edit
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{
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public class OsuBeatSnapGrid : CircularBeatSnapGrid
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{
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/// <summary>
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/// Scoring distance with a speed-adjusted beat length of 1 second.
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/// </summary>
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private const float base_scoring_distance = 100;
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public OsuBeatSnapGrid(OsuHitObject hitObject)
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: base(hitObject, hitObject.StackedEndPosition)
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{
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}
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protected override float GetVelocity(double time, ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(time);
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DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(time);
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double scoringDistance = base_scoring_distance * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;
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return (float)(scoringDistance / timingPoint.BeatLength);
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}
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}
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}
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@ -0,0 +1,63 @@
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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.Graphics;
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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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namespace osu.Game.Screens.Edit.Compose.Components
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{
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public abstract class CircularBeatSnapGrid : BeatSnapGrid
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{
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protected CircularBeatSnapGrid(HitObject hitObject, Vector2 centrePosition)
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: base(hitObject, centrePosition)
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{
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}
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protected override void CreateContent(Vector2 centrePosition)
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{
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float maxDistance = Math.Max(
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Vector2.Distance(centrePosition, Vector2.Zero),
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Math.Max(
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Vector2.Distance(centrePosition, new Vector2(DrawWidth, 0)),
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Math.Max(
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Vector2.Distance(centrePosition, new Vector2(0, DrawHeight)),
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Vector2.Distance(centrePosition, DrawSize))));
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int requiredCircles = (int)(maxDistance / DistanceSpacing);
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for (int i = 0; i < requiredCircles; i++)
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{
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float radius = (i + 1) * DistanceSpacing * 2;
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AddInternal(new CircularProgress
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{
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Origin = Anchor.Centre,
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Position = centrePosition,
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Current = { Value = 1 },
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Size = new Vector2(radius),
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InnerRadius = 4 * 1f / radius,
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Colour = GetColourForBeatIndex(i)
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});
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}
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}
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public override Vector2 GetSnapPosition(Vector2 position)
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{
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Vector2 direction = position - CentrePosition;
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float distance = direction.Length;
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float radius = DistanceSpacing;
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int radialCount = Math.Max(1, (int)Math.Round(distance / radius));
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if (radialCount <= 0)
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return position;
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Vector2 normalisedDirection = direction * new Vector2(1f / distance);
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return CentrePosition + normalisedDirection * radialCount * radius;
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}
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}
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}
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