diff --git a/osu.Game.Rulesets.Mania/UI/Column.cs b/osu.Game.Rulesets.Mania/UI/Column.cs index c582eb1c75..0fdefe6dc9 100644 --- a/osu.Game.Rulesets.Mania/UI/Column.cs +++ b/osu.Game.Rulesets.Mania/UI/Column.cs @@ -17,6 +17,7 @@ using osu.Game.Rulesets.UI.Scrolling; using osu.Game.Skinning; using osuTK; using osu.Game.Rulesets.Mania.Beatmaps; +using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces; namespace osu.Game.Rulesets.Mania.UI { @@ -145,10 +146,21 @@ namespace osu.Game.Rulesets.Mania.UI { var pos = ScrollingInfo.Algorithm.PositionAt(time, Time.Current, ScrollingInfo.TimeRange.Value, HitObjectContainer.DrawHeight); - if (ScrollingInfo.Direction.Value == ScrollingDirection.Down) + switch (ScrollingInfo.Direction.Value) { - // as explained above - pos = HitObjectContainer.DrawHeight - pos; + case 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. + pos = HitObjectContainer.DrawHeight - pos; + + // 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. + pos -= DefaultNotePiece.NOTE_HEIGHT / 2; + break; + + case ScrollingDirection.Up: + pos += DefaultNotePiece.NOTE_HEIGHT / 2; + break; } return HitObjectContainer.ToScreenSpace(new Vector2(HitObjectContainer.DrawWidth / 2, pos)); @@ -159,15 +171,42 @@ namespace osu.Game.Rulesets.Mania.UI // 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) + switch (ScrollingInfo.Direction.Value) { - // 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; + case ScrollingDirection.Down: + // as above + localPosition.Y = HitObjectContainer.DrawHeight - localPosition.Y; + break; } + // offset for the fact that blueprints are centered, as above. + localPosition.Y -= DefaultNotePiece.NOTE_HEIGHT / 2; + return ScrollingInfo.Algorithm.TimeAt(localPosition.Y, Time.Current, ScrollingInfo.TimeRange.Value, HitObjectContainer.DrawHeight); } + + /// + /// Converts a mouse position to a hitobject position. + /// + /// + /// 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. + /// + /// The mouse position. + /// The resulting hitobject position, acnhored at the top or bottom of the blueprint depending on the scroll direction. + private Vector2 mouseToHitObjectPosition(Vector2 mousePosition) + { + switch (ScrollingInfo.Direction.Value) + { + case ScrollingDirection.Up: + mousePosition.Y -= DefaultNotePiece.NOTE_HEIGHT / 2; + break; + + case ScrollingDirection.Down: + mousePosition.Y += DefaultNotePiece.NOTE_HEIGHT / 2; + break; + } + + return mousePosition; + } } }