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Merge pull request #6473 from smoogipoo/editor-grids-2
Implement abstract class and structure for editor grids
This commit is contained in:
commit
5be8a1b5ac
213
osu.Game.Tests/Visual/Editor/TestSceneBeatSnapGrid.cs
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213
osu.Game.Tests/Visual/Editor/TestSceneBeatSnapGrid.cs
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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 NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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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.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 osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Visual.Editor
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{
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public class TestSceneBeatSnapGrid : EditorClockTestScene
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{
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private const double beat_length = 100;
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private static readonly Vector2 grid_position = new Vector2(512, 384);
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[Cached(typeof(IEditorBeatmap))]
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private readonly EditorBeatmap<OsuHitObject> editorBeatmap;
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private TestBeatSnapGrid grid;
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public TestSceneBeatSnapGrid()
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{
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editorBeatmap = new EditorBeatmap<OsuHitObject>(new OsuBeatmap());
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editorBeatmap.ControlPointInfo.TimingPoints.Add(new TimingControlPoint { BeatLength = beat_length });
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createGrid();
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}
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[SetUp]
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public void Setup() => Schedule(() =>
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{
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Clear();
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editorBeatmap.ControlPointInfo.TimingPoints.Clear();
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editorBeatmap.ControlPointInfo.TimingPoints.Add(new TimingControlPoint { BeatLength = beat_length });
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BeatDivisor.Value = 1;
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});
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[TestCase(1)]
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[TestCase(2)]
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[TestCase(3)]
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[TestCase(4)]
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[TestCase(6)]
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[TestCase(8)]
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[TestCase(12)]
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[TestCase(16)]
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public void TestInitialBeatDivisor(int divisor)
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{
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AddStep($"set beat divisor = {divisor}", () => BeatDivisor.Value = divisor);
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createGrid();
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float expectedDistance = (float)beat_length / divisor;
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AddAssert($"spacing is {expectedDistance}", () => Precision.AlmostEquals(grid.DistanceSpacing, expectedDistance));
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}
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[Test]
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public void TestChangeBeatDivisor()
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{
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createGrid();
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AddStep("set beat divisor = 2", () => BeatDivisor.Value = 2);
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const float expected_distance = (float)beat_length / 2;
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AddAssert($"spacing is {expected_distance}", () => Precision.AlmostEquals(grid.DistanceSpacing, expected_distance));
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}
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[TestCase(100)]
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[TestCase(200)]
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public void TestBeatLength(double beatLength)
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{
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AddStep($"set beat length = {beatLength}", () =>
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{
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editorBeatmap.ControlPointInfo.TimingPoints.Clear();
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editorBeatmap.ControlPointInfo.TimingPoints.Add(new TimingControlPoint { BeatLength = beatLength });
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});
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createGrid();
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AddAssert($"spacing is {beatLength}", () => Precision.AlmostEquals(grid.DistanceSpacing, beatLength));
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}
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[TestCase(1)]
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[TestCase(2)]
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public void TestGridVelocity(float velocity)
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{
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createGrid(g => g.Velocity = velocity);
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float expectedDistance = (float)beat_length * velocity;
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AddAssert($"spacing is {expectedDistance}", () => Precision.AlmostEquals(grid.DistanceSpacing, expectedDistance));
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}
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[Test]
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public void TestGetSnappedTime()
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{
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createGrid();
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Vector2 snapPosition = Vector2.Zero;
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AddStep("get first tick position", () => snapPosition = grid_position + new Vector2((float)beat_length, 0));
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AddAssert("snap time is 1 beat away", () => Precision.AlmostEquals(beat_length, grid.GetSnapTime(snapPosition), 0.01));
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createGrid(g => g.Velocity = 2, "with velocity = 2");
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AddAssert("snap time is now 0.5 beats away", () => Precision.AlmostEquals(beat_length / 2, grid.GetSnapTime(snapPosition), 0.01));
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}
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private void createGrid(Action<TestBeatSnapGrid> func = null, string description = null)
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{
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AddStep($"create grid {description ?? string.Empty}", () =>
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{
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.SlateGray
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},
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grid = new TestBeatSnapGrid(new HitObject(), grid_position)
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};
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func?.Invoke(grid);
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});
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}
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private class TestBeatSnapGrid : BeatSnapGrid
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{
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public new float Velocity = 1;
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public new float DistanceSpacing => base.DistanceSpacing;
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public TestBeatSnapGrid(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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AddInternal(new Circle
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{
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Origin = Anchor.Centre,
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Size = new Vector2(5),
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Position = centrePosition
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});
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int beatIndex = 0;
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for (float s = centrePosition.X + DistanceSpacing; s <= DrawWidth; s += DistanceSpacing, beatIndex++)
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{
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AddInternal(new Circle
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{
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Origin = Anchor.Centre,
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Size = new Vector2(5, 10),
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Position = new Vector2(s, centrePosition.Y),
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Colour = GetColourForBeatIndex(beatIndex)
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});
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}
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beatIndex = 0;
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for (float s = centrePosition.X - DistanceSpacing; s >= 0; s -= DistanceSpacing, beatIndex++)
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{
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AddInternal(new Circle
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{
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Origin = Anchor.Centre,
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Size = new Vector2(5, 10),
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Position = new Vector2(s, centrePosition.Y),
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Colour = GetColourForBeatIndex(beatIndex)
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});
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}
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beatIndex = 0;
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for (float s = centrePosition.Y + DistanceSpacing; s <= DrawHeight; s += DistanceSpacing, beatIndex++)
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{
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AddInternal(new Circle
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{
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Origin = Anchor.Centre,
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Size = new Vector2(10, 5),
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Position = new Vector2(centrePosition.X, s),
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Colour = GetColourForBeatIndex(beatIndex)
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});
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}
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beatIndex = 0;
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for (float s = centrePosition.Y - DistanceSpacing; s >= 0; s -= DistanceSpacing, beatIndex++)
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{
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AddInternal(new Circle
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{
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Origin = Anchor.Centre,
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Size = new Vector2(10, 5),
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Position = new Vector2(centrePosition.X, s),
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Colour = GetColourForBeatIndex(beatIndex)
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});
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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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=> Velocity;
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public override Vector2 GetSnapPosition(Vector2 screenSpacePosition)
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=> Vector2.Zero;
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}
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}
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}
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153
osu.Game/Screens/Edit/Compose/Components/BeatSnapGrid.cs
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153
osu.Game/Screens/Edit/Compose/Components/BeatSnapGrid.cs
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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.Framework.Allocation;
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using osu.Framework.Caching;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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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 BeatSnapGrid : CompositeDrawable
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{
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/// <summary>
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/// The velocity of the beatmap at the point of placement in pixels per millisecond.
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/// </summary>
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protected double Velocity { get; private set; }
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/// <summary>
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/// The spacing between each tick of the beat snapping grid.
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/// </summary>
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protected float DistanceSpacing { get; private set; }
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/// <summary>
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/// The position which the grid is centred on.
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/// The first beat snapping tick is located at <see cref="CentrePosition"/> + <see cref="DistanceSpacing"/> in the desired direction.
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/// </summary>
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protected readonly Vector2 CentrePosition;
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[Resolved]
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private IEditorBeatmap beatmap { get; set; }
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[Resolved]
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private BindableBeatDivisor beatDivisor { get; set; }
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[Resolved]
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private OsuColour colours { get; set; }
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private readonly Cached gridCache = new Cached();
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private readonly HitObject hitObject;
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private double startTime;
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private double beatLength;
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protected BeatSnapGrid(HitObject hitObject, Vector2 centrePosition)
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{
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this.hitObject = hitObject;
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this.CentrePosition = centrePosition;
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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startTime = (hitObject as IHasEndTime)?.EndTime ?? hitObject.StartTime;
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beatLength = beatmap.ControlPointInfo.TimingPointAt(startTime).BeatLength;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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beatDivisor.BindValueChanged(_ => updateSpacing(), true);
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}
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private void updateSpacing()
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{
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Velocity = GetVelocity(startTime, beatmap.ControlPointInfo, beatmap.BeatmapInfo.BaseDifficulty);
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DistanceSpacing = (float)(beatLength / beatDivisor.Value * Velocity);
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gridCache.Invalidate();
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}
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public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true)
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{
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if ((invalidation & Invalidation.RequiredParentSizeToFit) > 0)
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gridCache.Invalidate();
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return base.Invalidate(invalidation, source, shallPropagate);
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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 (!gridCache.IsValid)
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{
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ClearInternal();
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CreateContent(CentrePosition);
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gridCache.Validate();
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}
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}
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/// <summary>
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/// Creates the content which visualises the grid ticks.
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/// </summary>
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protected abstract void CreateContent(Vector2 centrePosition);
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/// <summary>
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/// Retrieves the velocity of gameplay at a point in time in pixels per millisecond.
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/// </summary>
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/// <param name="time">The time to retrieve the velocity at.</param>
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/// <param name="controlPointInfo">The beatmap's <see cref="ControlPointInfo"/> at the point in time.</param>
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/// <param name="difficulty">The beatmap's <see cref="BeatmapDifficulty"/> at the point in time.</param>
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/// <returns>The velocity.</returns>
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protected abstract float GetVelocity(double time, ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty);
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/// <summary>
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/// Snaps a position to this grid.
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/// </summary>
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/// <param name="position">The original position in coordinate space local to this <see cref="BeatSnapGrid"/>.</param>
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/// <returns>The snapped position in coordinate space local to this <see cref="BeatSnapGrid"/>.</returns>
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public abstract Vector2 GetSnapPosition(Vector2 position);
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/// <summary>
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/// Retrieves the time at a snapped position.
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/// </summary>
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/// <param name="position">The snapped position in coordinate space local to this <see cref="BeatSnapGrid"/>.</param>
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/// <returns>The time at the snapped position.</returns>
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public double GetSnapTime(Vector2 position) => startTime + (position - CentrePosition).Length / Velocity;
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/// <summary>
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/// Retrieves the applicable colour for a beat index.
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/// </summary>
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/// <param name="index">The 0-based beat index.</param>
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/// <returns>The applicable colour.</returns>
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protected ColourInfo GetColourForBeatIndex(int index)
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{
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int beat = (index + 1) % beatDivisor.Value;
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ColourInfo colour = colours.Gray5;
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for (int i = 0; i < BindableBeatDivisor.VALID_DIVISORS.Length; i++)
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{
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int divisor = BindableBeatDivisor.VALID_DIVISORS[i];
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if ((beat * divisor) % beatDivisor.Value == 0)
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{
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colour = BindableBeatDivisor.GetColourFor(divisor, colours);
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break;
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}
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}
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int repeatIndex = index / beatDivisor.Value;
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return colour.MultiplyAlpha(0.5f / (repeatIndex + 1));
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}
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}
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}
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