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https://github.com/ppy/osu.git
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Merge pull request #9108 from peppy/editor-scrolling-playfield-support
Simplify scrolling ruleset editor implementation by adding base position support
This commit is contained in:
commit
c3c2c6c0f5
@ -48,7 +48,7 @@ namespace osu.Game.Rulesets.Mania.Tests
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var time = column.TimeAtScreenSpacePosition(InputManager.CurrentState.Mouse.Position);
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var pos = column.ScreenSpacePositionAtTime(time);
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return new ManiaSnapResult(pos, time, column);
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return new SnapResult(pos, time, column);
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}
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protected override Container CreateHitObjectContainer() => new ScrollingTestContainer(ScrollingDirection.Down) { RelativeSizeAxes = Axes.Both };
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@ -8,6 +8,7 @@ using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.Edit.Blueprints.Components;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
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using osuTK.Input;
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@ -22,6 +23,9 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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[Resolved]
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private IManiaHitObjectComposer composer { get; set; }
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[Resolved]
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private IScrollingInfo scrollingInfo { get; set; }
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public HoldNotePlacementBlueprint()
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: base(new HoldNote())
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{
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@ -43,6 +47,19 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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{
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headPiece.Y = Parent.ToLocalSpace(Column.ScreenSpacePositionAtTime(HitObject.StartTime)).Y;
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tailPiece.Y = Parent.ToLocalSpace(Column.ScreenSpacePositionAtTime(HitObject.EndTime)).Y;
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Down:
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headPiece.Y -= headPiece.DrawHeight / 2;
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tailPiece.Y -= tailPiece.DrawHeight / 2;
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break;
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case ScrollingDirection.Up:
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headPiece.Y += headPiece.DrawHeight / 2;
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tailPiece.Y += tailPiece.DrawHeight / 2;
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break;
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}
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}
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var topPosition = new Vector2(headPiece.DrawPosition.X, Math.Min(headPiece.DrawPosition.Y, tailPiece.DrawPosition.Y));
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@ -78,9 +95,9 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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}
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else
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{
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if (result is ManiaSnapResult maniaResult)
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if (result.Playfield != null)
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{
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headPiece.Width = tailPiece.Width = maniaResult.Column.DrawWidth;
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headPiece.Width = tailPiece.Width = result.Playfield.DrawWidth;
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headPiece.X = tailPiece.X = ToLocalSpace(result.ScreenSpacePosition).X;
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}
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@ -53,7 +53,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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base.UpdatePosition(result);
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if (!PlacementActive)
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Column = (result as ManiaSnapResult)?.Column;
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Column = result.Playfield as Column;
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}
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}
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}
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@ -11,7 +11,7 @@ using osuTK;
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namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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{
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public class ManiaSelectionBlueprint : OverlaySelectionBlueprint
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public abstract class ManiaSelectionBlueprint : OverlaySelectionBlueprint
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{
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public new DrawableManiaHitObject DrawableObject => (DrawableManiaHitObject)base.DrawableObject;
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@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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[Resolved]
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private IManiaHitObjectComposer composer { get; set; }
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public ManiaSelectionBlueprint(DrawableHitObject drawableObject)
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protected ManiaSelectionBlueprint(DrawableHitObject drawableObject)
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: base(drawableObject)
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{
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RelativeSizeAxes = Axes.None;
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@ -26,9 +26,9 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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{
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base.UpdatePosition(result);
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if (result is ManiaSnapResult maniaResult)
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if (result.Playfield != null)
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{
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piece.Width = maniaResult.Column.DrawWidth;
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piece.Width = result.Playfield.DrawWidth;
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piece.Position = ToLocalSpace(result.ScreenSpacePosition);
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}
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}
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@ -9,6 +9,7 @@ using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Input;
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using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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@ -53,24 +54,31 @@ namespace osu.Game.Rulesets.Mania.Edit
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public IScrollingInfo ScrollingInfo => drawableRuleset.ScrollingInfo;
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protected override Playfield PlayfieldAtScreenSpacePosition(Vector2 screenSpacePosition) =>
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Playfield.GetColumnByPosition(screenSpacePosition);
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public override SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition)
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{
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var column = Playfield.GetColumnByPosition(screenSpacePosition);
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var result = base.SnapScreenSpacePositionToValidTime(screenSpacePosition);
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if (column == null)
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return new SnapResult(screenSpacePosition, null);
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switch (ScrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Down:
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result.ScreenSpacePosition -= new Vector2(0, getNoteHeight() / 2);
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break;
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double targetTime = column.TimeAtScreenSpacePosition(screenSpacePosition);
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case ScrollingDirection.Up:
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result.ScreenSpacePosition += new Vector2(0, getNoteHeight() / 2);
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break;
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}
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// apply beat snapping
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targetTime = BeatSnapProvider.SnapTime(targetTime);
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// convert back to screen space
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screenSpacePosition = column.ScreenSpacePositionAtTime(targetTime);
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return new ManiaSnapResult(screenSpacePosition, targetTime, column);
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return result;
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}
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private float getNoteHeight() =>
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Playfield.GetColumn(0).ToScreenSpace(new Vector2(DefaultNotePiece.NOTE_HEIGHT)).Y -
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Playfield.GetColumn(0).ToScreenSpace(Vector2.Zero).Y;
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protected override DrawableRuleset<ManiaHitObject> CreateDrawableRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
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{
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drawableRuleset = new DrawableManiaEditRuleset(ruleset, beatmap, mods);
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@ -1,20 +0,0 @@
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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.Edit;
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using osu.Game.Rulesets.Mania.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Mania.Edit
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{
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public class ManiaSnapResult : SnapResult
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{
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public readonly Column Column;
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public ManiaSnapResult(Vector2 screenSpacePosition, double time, Column column)
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: base(screenSpacePosition, time)
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{
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Column = column;
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}
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}
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}
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@ -17,7 +17,6 @@ using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Skinning;
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using osuTK;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
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namespace osu.Game.Rulesets.Mania.UI
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{
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@ -143,54 +142,5 @@ namespace osu.Game.Rulesets.Mania.UI
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
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// This probably shouldn't exist as is, but the columns in the stage are separated by a 1px border
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=> DrawRectangle.Inflate(new Vector2(Stage.COLUMN_SPACING / 2, 0)).Contains(ToLocalSpace(screenSpacePos));
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/// <summary>
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/// Given a time, return the screen space position within this column.
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/// </summary>
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public Vector2 ScreenSpacePositionAtTime(double time)
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{
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var pos = ScrollingInfo.Algorithm.PositionAt(time, Time.Current, ScrollingInfo.TimeRange.Value, HitObjectContainer.DrawHeight);
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switch (ScrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Down:
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// We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
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// The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position,
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// so when scrolling downwards the coordinates need to be flipped.
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pos = HitObjectContainer.DrawHeight - pos;
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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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pos -= DefaultNotePiece.NOTE_HEIGHT / 2;
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break;
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case ScrollingDirection.Up:
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pos += DefaultNotePiece.NOTE_HEIGHT / 2;
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break;
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}
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return HitObjectContainer.ToScreenSpace(new Vector2(HitObjectContainer.DrawWidth / 2, pos));
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}
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/// <summary>
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/// Given a position in screen space, return the time within this column.
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/// </summary>
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public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
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{
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// convert to local space of column so we can snap and fetch correct location.
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Vector2 localPosition = HitObjectContainer.ToLocalSpace(screenSpacePosition);
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switch (ScrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Down:
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// as above
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localPosition.Y = HitObjectContainer.DrawHeight - localPosition.Y;
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break;
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}
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// offset for the fact that blueprints are centered, as above.
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localPosition.Y -= DefaultNotePiece.NOTE_HEIGHT / 2;
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return ScrollingInfo.Algorithm.TimeAt(localPosition.Y, Time.Current, ScrollingInfo.TimeRange.Value, HitObjectContainer.DrawHeight);
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}
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}
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}
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@ -78,7 +78,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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(Vector2 pos, double time) = distanceSnapGrid.GetSnappedPosition(distanceSnapGrid.ToLocalSpace(screenSpacePosition));
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return new SnapResult(distanceSnapGrid.ToScreenSpace(pos), time);
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return new SnapResult(distanceSnapGrid.ToScreenSpace(pos), time, PlayfieldAtScreenSpacePosition(screenSpacePosition));
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}
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private void updateDistanceSnapGrid()
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@ -19,6 +19,7 @@ using osu.Game.Rulesets.Mods;
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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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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Components.RadioButtons;
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using osu.Game.Screens.Edit.Compose;
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@ -205,7 +206,26 @@ namespace osu.Game.Rulesets.Edit
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public void Delete(HitObject hitObject) => EditorBeatmap.Remove(hitObject);
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public override SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition) => new SnapResult(screenSpacePosition, null);
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protected virtual Playfield PlayfieldAtScreenSpacePosition(Vector2 screenSpacePosition) => drawableRulesetWrapper.Playfield;
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public override SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition)
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{
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var playfield = PlayfieldAtScreenSpacePosition(screenSpacePosition);
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double? targetTime = null;
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if (playfield is ScrollingPlayfield scrollingPlayfield)
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{
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targetTime = scrollingPlayfield.TimeAtScreenSpacePosition(screenSpacePosition);
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// apply beat snapping
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targetTime = BeatSnapProvider.SnapTime(targetTime.Value);
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// convert back to screen space
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screenSpacePosition = scrollingPlayfield.ScreenSpacePositionAtTime(targetTime.Value);
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}
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return new SnapResult(screenSpacePosition, targetTime, playfield);
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}
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public override float GetBeatSnapDistanceAt(double referenceTime)
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{
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@ -1,6 +1,7 @@
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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.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Edit
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@ -20,10 +21,13 @@ namespace osu.Game.Rulesets.Edit
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/// </summary>
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public double? Time;
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public SnapResult(Vector2 screenSpacePosition, double? time)
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public readonly Playfield Playfield;
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public SnapResult(Vector2 screenSpacePosition, double? time, Playfield playfield = null)
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{
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ScreenSpacePosition = screenSpacePosition;
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Time = time;
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Playfield = playfield;
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}
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}
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}
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@ -9,6 +9,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Layout;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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namespace osu.Game.Rulesets.UI.Scrolling
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{
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@ -78,6 +79,98 @@ namespace osu.Game.Rulesets.UI.Scrolling
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hitObjectInitialStateCache.Clear();
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}
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/// <summary>
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/// Given a position in screen space, return the time within this column.
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/// </summary>
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public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
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{
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// convert to local space of column so we can snap and fetch correct location.
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Vector2 localPosition = ToLocalSpace(screenSpacePosition);
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float position = 0;
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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position = localPosition.Y;
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break;
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case ScrollingDirection.Right:
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case ScrollingDirection.Left:
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position = localPosition.X;
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break;
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}
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flipPositionIfRequired(ref position);
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return scrollingInfo.Algorithm.TimeAt(position, Time.Current, scrollingInfo.TimeRange.Value, getLength());
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}
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/// <summary>
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/// Given a time, return the screen space position within this column.
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/// </summary>
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public Vector2 ScreenSpacePositionAtTime(double time)
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{
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var pos = scrollingInfo.Algorithm.PositionAt(time, Time.Current, scrollingInfo.TimeRange.Value, getLength());
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flipPositionIfRequired(ref pos);
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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return ToScreenSpace(new Vector2(getBreadth() / 2, pos));
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default:
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return ToScreenSpace(new Vector2(pos, getBreadth() / 2));
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}
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}
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private float getLength()
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{
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Left:
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case ScrollingDirection.Right:
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return DrawWidth;
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default:
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return DrawHeight;
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}
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}
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private float getBreadth()
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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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case ScrollingDirection.Down:
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return DrawWidth;
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default:
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return DrawHeight;
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}
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}
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private void flipPositionIfRequired(ref float position)
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{
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// We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
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// The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position,
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// so when scrolling downwards the coordinates need to be flipped.
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Down:
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position = DrawHeight - position;
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break;
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case ScrollingDirection.Right:
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position = DrawWidth - position;
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break;
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}
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}
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private void onDefaultsApplied(DrawableHitObject drawableObject)
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{
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// The cache may not exist if the hitobject state hasn't been computed yet (e.g. if the hitobject was added + defaults applied in the same frame).
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@ -4,6 +4,7 @@
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osuTK;
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namespace osu.Game.Rulesets.UI.Scrolling
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{
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@ -23,6 +24,18 @@ namespace osu.Game.Rulesets.UI.Scrolling
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Direction.BindTo(ScrollingInfo.Direction);
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}
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/// <summary>
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/// Given a position in screen space, return the time within this column.
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/// </summary>
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public virtual double TimeAtScreenSpacePosition(Vector2 screenSpacePosition) =>
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((ScrollingHitObjectContainer)HitObjectContainer).TimeAtScreenSpacePosition(screenSpacePosition);
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/// <summary>
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/// Given a time, return the screen space position within this column.
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/// </summary>
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public virtual Vector2 ScreenSpacePositionAtTime(double time)
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=> ((ScrollingHitObjectContainer)HitObjectContainer).ScreenSpacePositionAtTime(time);
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protected sealed override HitObjectContainer CreateHitObjectContainer() => new ScrollingHitObjectContainer();
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}
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}
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