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mirror of https://github.com/ppy/osu.git synced 2024-11-06 09:47:52 +08:00

Move more logic to column to both clean things up and fix tests

This commit is contained in:
Dean Herbert 2020-05-21 14:25:37 +09:00
parent 5ad7842b91
commit bac78707de
4 changed files with 31 additions and 18 deletions

View File

@ -7,6 +7,7 @@ using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Mania.Edit;
using osu.Game.Rulesets.Mania.Objects.Drawables;
using osu.Game.Rulesets.Mania.UI;
@ -43,6 +44,14 @@ namespace osu.Game.Rulesets.Mania.Tests
});
}
protected override SnapResult SnapForBlueprint(PlacementBlueprint blueprint)
{
var time = column.TimeAtScreenSpacePosition(InputManager.CurrentState.Mouse.Position);
var pos = column.ScreenSpacePositionAtTime(time);
return new ManiaSnapResult(pos, time, column);
}
protected override Container CreateHitObjectContainer() => new ScrollingTestContainer(ScrollingDirection.Down) { RelativeSizeAxes = Axes.Both };
protected override void AddHitObject(DrawableHitObject hitObject) => column.Add((DrawableManiaHitObject)hitObject);

View File

@ -51,22 +51,7 @@ namespace osu.Game.Rulesets.Mania.Edit
if (column == null)
return new SnapResult(screenSpacePosition, null);
var hoc = column.HitObjectContainer;
// convert to local space of column so we can snap and fetch correct location.
Vector2 localPosition = hoc.ToLocalSpace(screenSpacePosition);
var scrollInfo = drawableRuleset.ScrollingInfo;
if (scrollInfo.Direction.Value == ScrollingDirection.Down)
{
// We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
// The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position,
// so when scrolling downwards the coordinates need to be flipped.
localPosition.Y = hoc.DrawHeight - localPosition.Y;
}
double targetTime = scrollInfo.Algorithm.TimeAt(localPosition.Y, EditorClock.CurrentTime, scrollInfo.TimeRange.Value, hoc.DrawHeight);
double targetTime = column.TimeAtScreenSpacePosition(screenSpacePosition);
// apply beat snapping
targetTime = BeatSnapProvider.SnapTime(targetTime);

View File

@ -153,5 +153,21 @@ namespace osu.Game.Rulesets.Mania.UI
return HitObjectContainer.ToScreenSpace(new Vector2(HitObjectContainer.DrawWidth / 2, pos));
}
public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
{
// convert to local space of column so we can snap and fetch correct location.
Vector2 localPosition = HitObjectContainer.ToLocalSpace(screenSpacePosition);
if (ScrollingInfo.Direction.Value == ScrollingDirection.Down)
{
// We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
// The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position,
// so when scrolling downwards the coordinates need to be flipped.
localPosition.Y = HitObjectContainer.DrawHeight - localPosition.Y;
}
return ScrollingInfo.Algorithm.TimeAt(localPosition.Y, Time.Current, ScrollingInfo.TimeRange.Value, HitObjectContainer.DrawHeight);
}
}
}

View File

@ -71,9 +71,12 @@ namespace osu.Game.Tests.Visual
{
base.Update();
currentBlueprint.UpdatePosition(new SnapResult(InputManager.CurrentState.Mouse.Position, null));
currentBlueprint.UpdatePosition(SnapForBlueprint(currentBlueprint));
}
protected virtual SnapResult SnapForBlueprint(PlacementBlueprint blueprint) =>
new SnapResult(InputManager.CurrentState.Mouse.Position, null);
public override void Add(Drawable drawable)
{
base.Add(drawable);
@ -81,7 +84,7 @@ namespace osu.Game.Tests.Visual
if (drawable is PlacementBlueprint blueprint)
{
blueprint.Show();
blueprint.UpdatePosition(new SnapResult(InputManager.CurrentState.Mouse.Position, null));
blueprint.UpdatePosition(SnapForBlueprint(blueprint));
}
}