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mirror of https://github.com/ppy/osu.git synced 2024-09-21 18:07:23 +08:00

Add circular grid

This commit is contained in:
OliBomby 2023-12-29 18:24:05 +01:00
parent 847f04e63a
commit d0ca3f2b2b
3 changed files with 119 additions and 1 deletions

View File

@ -100,7 +100,10 @@ namespace osu.Game.Rulesets.Osu.Edit
() => new SpriteIcon { Icon = FontAwesome.Regular.Square }),
new RadioButton("Triangle",
() => GridType.Value = PositionSnapGridType.Triangle,
() => new Triangle())
() => new Triangle()),
new RadioButton("Circle",
() => GridType.Value = PositionSnapGridType.Circle,
() => new SpriteIcon { Icon = FontAwesome.Regular.Circle }),
}
},
};
@ -177,5 +180,6 @@ namespace osu.Game.Rulesets.Osu.Edit
{
Square,
Triangle,
Circle,
}
}

View File

@ -135,6 +135,14 @@ namespace osu.Game.Rulesets.Osu.Edit
positionSnapGrid = triangularPositionSnapGrid;
break;
case PositionSnapGridType.Circle:
var circularPositionSnapGrid = new CircularPositionSnapGrid();
OsuGridToolboxGroup.Spacing.BindValueChanged(s => circularPositionSnapGrid.Spacing = s.NewValue, true);
positionSnapGrid = circularPositionSnapGrid;
break;
default:
throw new NotImplementedException($"{OsuGridToolboxGroup.GridType} has an incorrect value.");
}

View File

@ -0,0 +1,106 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Utils;
using osu.Game.Utils;
using osuTK;
namespace osu.Game.Screens.Edit.Compose.Components
{
public partial class CircularPositionSnapGrid : PositionSnapGrid
{
private float spacing = 1;
/// <summary>
/// The spacing between grid lines of this <see cref="CircularPositionSnapGrid"/>.
/// </summary>
public float Spacing
{
get => spacing;
set
{
if (spacing <= 0)
throw new ArgumentException("Grid spacing must be positive.");
spacing = value;
GridCache.Invalidate();
}
}
protected override void CreateContent()
{
var drawSize = DrawSize;
// Calculate the maximum distance from the origin to the edge of the grid.
float maxDist = MathF.Max(
MathF.Max(StartPosition.Length, (StartPosition - drawSize).Length),
MathF.Max((StartPosition - new Vector2(drawSize.X, 0)).Length, (StartPosition - new Vector2(0, drawSize.Y)).Length)
);
generateCircles((int)(maxDist / Spacing) + 1);
GenerateOutline(drawSize);
}
private void generateCircles(int count)
{
// Make lines the same width independent of display resolution.
float lineWidth = 2 * DrawWidth / ScreenSpaceDrawQuad.Width;
List<CircularContainer> generatedCircles = new List<CircularContainer>();
for (int i = 0; i < count; i++)
{
// Add a minimum diameter so the center circle is clearly visible.
float diameter = MathF.Max(lineWidth * 1.5f, i * Spacing * 2);
var gridCircle = new CircularContainer
{
BorderColour = Colour4.White,
BorderThickness = lineWidth,
Alpha = 0.2f,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.None,
Width = diameter,
Height = diameter,
Position = StartPosition,
Masking = true,
Child = new Box
{
RelativeSizeAxes = Axes.Both,
AlwaysPresent = true,
Alpha = 0f,
}
};
generatedCircles.Add(gridCircle);
}
if (generatedCircles.Count == 0)
return;
generatedCircles.First().Alpha = 0.8f;
AddRangeInternal(generatedCircles);
}
public override Vector2 GetSnappedPosition(Vector2 original)
{
Vector2 relativeToStart = original - StartPosition;
if (relativeToStart.LengthSquared < Precision.FLOAT_EPSILON)
return StartPosition;
float length = relativeToStart.Length;
float wantedLength = MathF.Round(length / Spacing) * Spacing;
return StartPosition + Vector2.Multiply(relativeToStart, wantedLength / length);
}
}
}