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Add circular grid
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@ -100,7 +100,10 @@ namespace osu.Game.Rulesets.Osu.Edit
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() => new SpriteIcon { Icon = FontAwesome.Regular.Square }),
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new RadioButton("Triangle",
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() => GridType.Value = PositionSnapGridType.Triangle,
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() => new Triangle())
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() => new Triangle()),
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new RadioButton("Circle",
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() => GridType.Value = PositionSnapGridType.Circle,
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() => new SpriteIcon { Icon = FontAwesome.Regular.Circle }),
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}
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},
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};
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@ -177,5 +180,6 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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Square,
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Triangle,
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Circle,
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}
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}
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@ -135,6 +135,14 @@ namespace osu.Game.Rulesets.Osu.Edit
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positionSnapGrid = triangularPositionSnapGrid;
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break;
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case PositionSnapGridType.Circle:
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var circularPositionSnapGrid = new CircularPositionSnapGrid();
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OsuGridToolboxGroup.Spacing.BindValueChanged(s => circularPositionSnapGrid.Spacing = s.NewValue, true);
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positionSnapGrid = circularPositionSnapGrid;
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break;
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default:
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throw new NotImplementedException($"{OsuGridToolboxGroup.GridType} has an incorrect value.");
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}
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@ -0,0 +1,106 @@
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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 System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Utils;
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using osu.Game.Utils;
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using osuTK;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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public partial class CircularPositionSnapGrid : PositionSnapGrid
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{
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private float spacing = 1;
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/// <summary>
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/// The spacing between grid lines of this <see cref="CircularPositionSnapGrid"/>.
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/// </summary>
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public float Spacing
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{
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get => spacing;
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set
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{
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if (spacing <= 0)
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throw new ArgumentException("Grid spacing must be positive.");
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spacing = value;
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GridCache.Invalidate();
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}
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}
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protected override void CreateContent()
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{
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var drawSize = DrawSize;
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// Calculate the maximum distance from the origin to the edge of the grid.
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float maxDist = MathF.Max(
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MathF.Max(StartPosition.Length, (StartPosition - drawSize).Length),
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MathF.Max((StartPosition - new Vector2(drawSize.X, 0)).Length, (StartPosition - new Vector2(0, drawSize.Y)).Length)
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);
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generateCircles((int)(maxDist / Spacing) + 1);
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GenerateOutline(drawSize);
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}
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private void generateCircles(int count)
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{
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// Make lines the same width independent of display resolution.
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float lineWidth = 2 * DrawWidth / ScreenSpaceDrawQuad.Width;
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List<CircularContainer> generatedCircles = new List<CircularContainer>();
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for (int i = 0; i < count; i++)
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{
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// Add a minimum diameter so the center circle is clearly visible.
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float diameter = MathF.Max(lineWidth * 1.5f, i * Spacing * 2);
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var gridCircle = new CircularContainer
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{
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BorderColour = Colour4.White,
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BorderThickness = lineWidth,
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Alpha = 0.2f,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.None,
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Width = diameter,
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Height = diameter,
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Position = StartPosition,
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Masking = true,
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Child = new Box
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{
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RelativeSizeAxes = Axes.Both,
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AlwaysPresent = true,
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Alpha = 0f,
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}
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};
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generatedCircles.Add(gridCircle);
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}
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if (generatedCircles.Count == 0)
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return;
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generatedCircles.First().Alpha = 0.8f;
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AddRangeInternal(generatedCircles);
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}
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public override Vector2 GetSnappedPosition(Vector2 original)
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{
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Vector2 relativeToStart = original - StartPosition;
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if (relativeToStart.LengthSquared < Precision.FLOAT_EPSILON)
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return StartPosition;
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float length = relativeToStart.Length;
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float wantedLength = MathF.Round(length / Spacing) * Spacing;
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return StartPosition + Vector2.Multiply(relativeToStart, wantedLength / length);
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}
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}
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}
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