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Initial implementation of osu! beat snapping grid

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smoogipoo 2019-10-11 15:27:23 +09:00
parent 631f155554
commit 6301f837e0

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input.Events;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Beatmaps;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Compose.Components;
using osu.Game.Tests.Visual;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Tests
{
public class TestSceneOsuBeatSnapGrid : ManualInputManagerTestScene
{
private const double beat_length = 100;
private static readonly Vector2 grid_position = new Vector2(512, 384);
[Cached(typeof(IEditorBeatmap))]
private readonly EditorBeatmap<OsuHitObject> editorBeatmap;
[Cached]
private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor();
private OsuBeatSnapGrid grid;
private Drawable cursor;
public TestSceneOsuBeatSnapGrid()
{
editorBeatmap = new EditorBeatmap<OsuHitObject>(new OsuBeatmap());
}
[SetUp]
public void Setup() => Schedule(() =>
{
Clear();
editorBeatmap.ControlPointInfo.TimingPoints.Clear();
editorBeatmap.ControlPointInfo.TimingPoints.Add(new TimingControlPoint { BeatLength = beat_length });
beatDivisor.Value = 1;
});
protected override bool OnMouseMove(MouseMoveEvent e)
{
base.OnMouseMove(e);
if (cursor != null)
cursor.Position = grid?.GetSnapPosition(grid.ToLocalSpace(e.ScreenSpaceMousePosition)) ?? e.ScreenSpaceMousePosition;
return true;
}
[TestCase(1)]
[TestCase(2)]
[TestCase(3)]
[TestCase(4)]
[TestCase(6)]
[TestCase(8)]
[TestCase(12)]
[TestCase(16)]
public void TestBeatDivisor(int divisor)
{
AddStep($"set beat divisor = {divisor}", () => beatDivisor.Value = divisor);
createGrid();
}
private void createGrid()
{
AddStep("create grid", () =>
{
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.SlateGray
},
grid = new OsuBeatSnapGrid(new HitCircle { Position = grid_position }),
cursor = new Circle
{
Origin = Anchor.Centre,
Size = new Vector2(50),
Colour = Color4.Red
}
};
});
}
private abstract class CircularBeatSnapGrid : BeatSnapGrid
{
protected override void CreateGrid(Vector2 startPosition)
{
float maxDistance = Math.Max(
Vector2.Distance(startPosition, Vector2.Zero),
Math.Max(
Vector2.Distance(startPosition, new Vector2(DrawWidth, 0)),
Math.Max(
Vector2.Distance(startPosition, new Vector2(0, DrawHeight)),
Vector2.Distance(startPosition, DrawSize))));
int requiredCircles = (int)(maxDistance / DistanceSpacing);
for (int i = 0; i < requiredCircles; i++)
{
float radius = (i + 1) * DistanceSpacing * 2;
AddInternal(new CircularProgress
{
Origin = Anchor.Centre,
Position = startPosition,
Current = { Value = 1 },
Size = new Vector2(radius),
InnerRadius = 4 * 1f / radius,
Colour = GetColourForBeatIndex(i)
});
}
}
public override Vector2 GetSnapPosition(Vector2 position)
{
Vector2 direction = position - StartPosition;
float distance = direction.Length;
float radius = DistanceSpacing;
int radialCount = Math.Max(1, (int)Math.Round(distance / radius));
if (radialCount <= 0)
return position;
Vector2 normalisedDirection = direction * new Vector2(1f / distance);
return StartPosition + normalisedDirection * radialCount * radius;
}
}
private class OsuBeatSnapGrid : CircularBeatSnapGrid
{
/// <summary>
/// Scoring distance with a speed-adjusted beat length of 1 second.
/// </summary>
private const float base_scoring_distance = 100;
public OsuBeatSnapGrid(OsuHitObject hitObject)
: base(hitObject, hitObject.StackedEndPosition)
{
}
protected override float GetVelocity(double time, ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(time);
DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(time);
double scoringDistance = base_scoring_distance * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;
return (float)(scoringDistance / timingPoint.BeatLength);
}
}
}
}