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Split applyPositionOffset into two methods and add xmldocs
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@ -86,7 +86,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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// If we're scrolling downwards, a position of 0 is actually further away from the hit target
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// If we're scrolling downwards, a position of 0 is actually further away from the hit target
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// so we need to flip the vertical coordinate in the hitobject container's space
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// so we need to flip the vertical coordinate in the hitobject container's space
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var hitObjectPos = applyPositionOffset(Column.HitObjectContainer.ToLocalSpace(screenSpacePosition), false).Y;
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var hitObjectPos = mouseToHitObjectPosition(Column.HitObjectContainer.ToLocalSpace(screenSpacePosition)).Y;
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if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
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if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
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hitObjectPos = hitObjectContainer.DrawHeight - hitObjectPos;
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hitObjectPos = hitObjectContainer.DrawHeight - hitObjectPos;
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@ -106,31 +106,55 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
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if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
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pos = Column.HitObjectContainer.DrawHeight - pos;
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pos = Column.HitObjectContainer.DrawHeight - pos;
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return applyPositionOffset(Column.HitObjectContainer.ToSpaceOfOtherDrawable(new Vector2(0, pos), Parent), true).Y;
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return hitObjectToMousePosition(Column.HitObjectContainer.ToSpaceOfOtherDrawable(new Vector2(0, pos), Parent)).Y;
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}
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}
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protected Column ColumnAt(Vector2 screenSpacePosition)
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protected Column ColumnAt(Vector2 screenSpacePosition)
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=> composer.ColumnAt(screenSpacePosition);
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=> composer.ColumnAt(screenSpacePosition);
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private Vector2 applyPositionOffset(Vector2 position, bool reverse)
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/// <summary>
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/// Converts a mouse position to a hitobject position.
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/// </summary>
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/// <remarks>
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/// Blueprints are centred on the mouse position, such that the hitobject position is anchored at the top or bottom of the blueprint depending on the scroll direction.
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/// </remarks>
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/// <param name="mousePosition">The mouse position.</param>
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/// <returns>The resulting hitobject position, acnhored at the top or bottom of the blueprint depending on the scroll direction.</returns>
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private Vector2 mouseToHitObjectPosition(Vector2 mousePosition)
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{
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{
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float offset = 0;
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switch (scrollingInfo.Direction.Value)
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switch (scrollingInfo.Direction.Value)
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{
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Up:
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offset = -NotePiece.NOTE_HEIGHT / 2;
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mousePosition.Y -= NotePiece.NOTE_HEIGHT / 2;
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break;
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break;
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case ScrollingDirection.Down:
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case ScrollingDirection.Down:
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offset = NotePiece.NOTE_HEIGHT / 2;
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mousePosition.Y += NotePiece.NOTE_HEIGHT / 2;
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break;
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break;
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}
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}
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if (reverse)
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return mousePosition;
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offset = -offset;
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}
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return new Vector2(position.X, position.Y + offset);
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/// <summary>
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/// Converts a hitobject position to a mouse position.
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/// </summary>
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/// <param name="hitObjectPosition">The hitobject position.</param>
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/// <returns>The resulting mouse position, anchored at the centre of the hitobject.</returns>
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private Vector2 hitObjectToMousePosition(Vector2 hitObjectPosition)
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{
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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hitObjectPosition.Y += NotePiece.NOTE_HEIGHT / 2;
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break;
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case ScrollingDirection.Down:
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hitObjectPosition.Y -= NotePiece.NOTE_HEIGHT / 2;
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break;
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}
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return hitObjectPosition;
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}
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}
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}
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}
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}
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}
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