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Move distancing methods from IPositionSnapProvider
to IDistanceSnapProvider
This commit is contained in:
parent
66c730c382
commit
59cf3ff50f
@ -13,7 +13,6 @@ using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Edit;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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@ -107,30 +106,5 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
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{
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throw new System.NotImplementedException();
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}
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public override float GetBeatSnapDistanceAt(HitObject referenceObject)
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{
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throw new System.NotImplementedException();
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}
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public override float DurationToDistance(HitObject referenceObject, double duration)
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{
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throw new System.NotImplementedException();
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}
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public override double DistanceToDuration(HitObject referenceObject, float distance)
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{
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throw new System.NotImplementedException();
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}
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public override double GetSnappedDurationFromDistance(HitObject referenceObject, float distance)
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{
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throw new System.NotImplementedException();
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}
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public override float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance)
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{
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throw new System.NotImplementedException();
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}
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}
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}
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@ -43,7 +43,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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public Action<List<PathControlPoint>> RemoveControlPointsRequested;
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[Resolved(CanBeNull = true)]
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private IPositionSnapProvider snapProvider { get; set; }
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private IDistanceSnapProvider snapProvider { get; set; }
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public PathControlPointVisualiser(Slider slider, bool allowSelection)
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{
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@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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private int currentSegmentLength;
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[Resolved(CanBeNull = true)]
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private HitObjectComposer composer { get; set; }
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private IDistanceSnapProvider snapProvider { get; set; }
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public SliderPlacementBlueprint()
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: base(new Objects.Slider())
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@ -220,7 +220,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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private void updateSlider()
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{
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HitObject.Path.ExpectedDistance.Value = composer?.GetSnappedDistanceFromDistance(HitObject, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance;
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HitObject.Path.ExpectedDistance.Value = snapProvider?.GetSnappedDistanceFromDistance(HitObject, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance;
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bodyPiece.UpdateFrom(HitObject);
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headCirclePiece.UpdateFrom(HitObject.HeadCircle);
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@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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protected PathControlPointVisualiser ControlPointVisualiser { get; private set; }
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[Resolved(CanBeNull = true)]
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private HitObjectComposer composer { get; set; }
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private IDistanceSnapProvider snapProvider { get; set; }
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[Resolved(CanBeNull = true)]
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private IPlacementHandler placementHandler { get; set; }
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@ -208,7 +208,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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// Move the control points from the insertion index onwards to make room for the insertion
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controlPoints.Insert(insertionIndex, pathControlPoint);
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HitObject.SnapTo(composer);
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HitObject.SnapTo(snapProvider);
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return pathControlPoint;
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}
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@ -230,7 +230,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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}
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// Snap the slider to the current beat divisor before checking length validity.
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HitObject.SnapTo(composer);
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HitObject.SnapTo(snapProvider);
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// If there are 0 or 1 remaining control points, or the slider has an invalid length, it is in a degenerate form and should be deleted
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if (controlPoints.Count <= 1 || !HitObject.Path.HasValidLength)
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@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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public class OsuSelectionHandler : EditorSelectionHandler
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{
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[Resolved(CanBeNull = true)]
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private IPositionSnapProvider? positionSnapProvider { get; set; }
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private IDistanceSnapProvider? snapProvider { get; set; }
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/// <summary>
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/// During a transform, the initial origin is stored so it can be used throughout the operation.
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@ -206,7 +206,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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// Snap the slider's length to the current beat divisor
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// to calculate the final resulting duration / bounding box before the final checks.
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slider.SnapTo(positionSnapProvider);
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slider.SnapTo(snapProvider);
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//if sliderhead or sliderend end up outside playfield, revert scaling.
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Quad scaledQuad = getSurroundingQuad(new OsuHitObject[] { slider });
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@ -219,7 +219,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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point.Position = oldControlPoints.Dequeue();
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// Snap the slider's length again to undo the potentially-invalid length applied by the previous snap.
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slider.SnapTo(positionSnapProvider);
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slider.SnapTo(snapProvider);
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}
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private void scaleHitObjects(OsuHitObject[] hitObjects, Anchor reference, Vector2 scale)
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@ -3,6 +3,7 @@
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Edit
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{
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@ -13,5 +14,45 @@ namespace osu.Game.Rulesets.Edit
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/// </summary>
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/// <seealso cref="BeatmapInfo.DistanceSpacing"/>
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IBindable<double> DistanceSpacingMultiplier { get; }
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/// <summary>
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/// Retrieves the distance between two points within a timing point that are one beat length apart.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <returns>The distance between two points residing in the timing point that are one beat length apart.</returns>
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float GetBeatSnapDistanceAt(HitObject referenceObject);
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/// <summary>
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/// Converts a duration to a distance.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="duration">The duration to convert.</param>
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/// <returns>A value that represents <paramref name="duration"/> as a distance in the timing point.</returns>
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float DurationToDistance(HitObject referenceObject, double duration);
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/// <summary>
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/// Converts a distance to a duration.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns>A value that represents <paramref name="distance"/> as a duration in the timing point.</returns>
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double DistanceToDuration(HitObject referenceObject, float distance);
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/// <summary>
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/// Converts a distance to a snapped duration.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns>A value that represents <paramref name="distance"/> as a duration snapped to the closest beat of the timing point.</returns>
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double GetSnappedDurationFromDistance(HitObject referenceObject, float distance);
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/// <summary>
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/// Converts an unsnapped distance to a snapped distance.
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/// The returned distance will always be floored (as to never exceed the provided <paramref name="distance"/>.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns>A value that represents <paramref name="distance"/> snapped to the closest beat of the timing point.</returns>
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float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance);
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}
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}
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@ -1,7 +1,6 @@
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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.Rulesets.Objects;
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using osuTK;
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namespace osu.Game.Rulesets.Edit
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@ -24,47 +23,5 @@ namespace osu.Game.Rulesets.Edit
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/// <param name="screenSpacePosition">The screen-space position to be snapped.</param>
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/// <returns>The position post-snapping. Time will always be null.</returns>
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SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition);
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/// <summary>
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/// Retrieves the distance between two points within a timing point that are one beat length apart.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <returns>The distance between two points residing in the timing point that are one beat length apart.</returns>
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// todo: this, and other distance-related methods below it, should move to IDistanceSnapProvider.
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// needs thought on how to properly share implementation, since not all composers inherit IDistanceSnapProvider.
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float GetBeatSnapDistanceAt(HitObject referenceObject);
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/// <summary>
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/// Converts a duration to a distance.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="duration">The duration to convert.</param>
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/// <returns>A value that represents <paramref name="duration"/> as a distance in the timing point.</returns>
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float DurationToDistance(HitObject referenceObject, double duration);
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/// <summary>
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/// Converts a distance to a duration.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns>A value that represents <paramref name="distance"/> as a duration in the timing point.</returns>
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double DistanceToDuration(HitObject referenceObject, float distance);
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/// <summary>
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/// Converts a distance to a snapped duration.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns>A value that represents <paramref name="distance"/> as a duration snapped to the closest beat of the timing point.</returns>
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double GetSnappedDurationFromDistance(HitObject referenceObject, float distance);
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/// <summary>
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/// Converts an unsnapped distance to a snapped distance.
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/// The returned distance will always be floored (as to never exceed the provided <paramref name="distance"/>.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns>A value that represents <paramref name="distance"/> snapped to the closest beat of the timing point.</returns>
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float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance);
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}
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}
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@ -15,7 +15,7 @@ namespace osu.Game.Rulesets.Objects
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/// <summary>
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/// Snaps the provided <paramref name="hitObject"/>'s duration using the <paramref name="snapProvider"/>.
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/// </summary>
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public static void SnapTo<THitObject>(this THitObject hitObject, IPositionSnapProvider? snapProvider)
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public static void SnapTo<THitObject>(this THitObject hitObject, IDistanceSnapProvider? snapProvider)
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where THitObject : HitObject, IHasPath
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{
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hitObject.Path.ExpectedDistance.Value = snapProvider?.GetSnappedDistanceFromDistance(hitObject, (float)hitObject.Path.CalculatedDistance) ?? hitObject.Path.CalculatedDistance;
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@ -15,7 +15,6 @@ using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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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.Timeline
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@ -316,17 +315,5 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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private double getTimeFromPosition(Vector2 localPosition) =>
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(localPosition.X / Content.DrawWidth) * track.Length;
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public IBindable<double> DistanceSpacingMultiplier => throw new NotImplementedException();
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public float GetBeatSnapDistanceAt(HitObject referenceObject) => throw new NotImplementedException();
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public float DurationToDistance(HitObject referenceObject, double duration) => throw new NotImplementedException();
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public double DistanceToDuration(HitObject referenceObject, float distance) => throw new NotImplementedException();
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public double GetSnappedDurationFromDistance(HitObject referenceObject, float distance) => throw new NotImplementedException();
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public float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance) => throw new NotImplementedException();
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}
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}
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