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Merge pull request #3738 from smoogipoo/hold-note-placement

Implement hold note placement
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Dean Herbert 2018-11-29 21:53:26 +09:00 committed by GitHub
commit e0854254e7
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8 changed files with 190 additions and 50 deletions

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@ -0,0 +1,18 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Mania.Edit.Blueprints;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Objects.Drawables;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
namespace osu.Game.Rulesets.Mania.Tests
{
public class TestCaseHoldNotePlacementBlueprint : ManiaPlacementBlueprintTestCase
{
protected override DrawableHitObject CreateHitObject(HitObject hitObject) => new DrawableHoldNote((HoldNote)hitObject);
protected override PlacementBlueprint CreateBlueprint() => new HoldNotePlacementBlueprint();
}
}

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@ -0,0 +1,21 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Allocation;
using osu.Game.Graphics;
using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
namespace osu.Game.Rulesets.Mania.Edit.Blueprints.Components
{
public class EditBodyPiece : BodyPiece
{
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
AccentColour = colours.Yellow;
Background.Alpha = 0.5f;
Foreground.Alpha = 0;
}
}
}

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@ -0,0 +1,74 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Framework.Graphics;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Mania.Edit.Blueprints.Components;
using osu.Game.Rulesets.Mania.Objects;
using osuTK;
namespace osu.Game.Rulesets.Mania.Edit.Blueprints
{
public class HoldNotePlacementBlueprint : ManiaPlacementBlueprint<HoldNote>
{
private readonly EditBodyPiece bodyPiece;
private readonly EditNotePiece headPiece;
private readonly EditNotePiece tailPiece;
public HoldNotePlacementBlueprint()
: base(new HoldNote())
{
RelativeSizeAxes = Axes.Both;
InternalChildren = new Drawable[]
{
bodyPiece = new EditBodyPiece { Origin = Anchor.TopCentre },
headPiece = new EditNotePiece { Origin = Anchor.Centre },
tailPiece = new EditNotePiece { Origin = Anchor.Centre }
};
}
protected override void Update()
{
base.Update();
if (Column != null)
{
headPiece.Y = PositionAt(HitObject.StartTime);
tailPiece.Y = PositionAt(HitObject.EndTime);
}
var topPosition = new Vector2(headPiece.DrawPosition.X, Math.Min(headPiece.DrawPosition.Y, tailPiece.DrawPosition.Y));
var bottomPosition = new Vector2(headPiece.DrawPosition.X, Math.Max(headPiece.DrawPosition.Y, tailPiece.DrawPosition.Y));
bodyPiece.Position = topPosition;
bodyPiece.Width = headPiece.Width;
bodyPiece.Height = (bottomPosition - topPosition).Y;
}
private double originalStartTime;
protected override bool OnMouseMove(MouseMoveEvent e)
{
base.OnMouseMove(e);
if (PlacementBegun)
{
var endTime = TimeAt(e.ScreenSpaceMousePosition);
HitObject.StartTime = endTime < originalStartTime ? endTime : originalStartTime;
HitObject.Duration = Math.Abs(endTime - originalStartTime);
}
else
{
headPiece.Width = tailPiece.Width = SnappedWidth;
headPiece.X = tailPiece.X = SnappedMousePosition.X;
originalStartTime = HitObject.StartTime = TimeAt(e.ScreenSpaceMousePosition);
}
return true;
}
}
}

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@ -3,6 +3,7 @@
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Framework.Input.Events; using osu.Framework.Input.Events;
using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Mania.Objects; using osu.Game.Rulesets.Mania.Objects;
@ -13,11 +14,14 @@ using osuTK;
namespace osu.Game.Rulesets.Mania.Edit.Blueprints namespace osu.Game.Rulesets.Mania.Edit.Blueprints
{ {
public abstract class ManiaPlacementBlueprint<T> : PlacementBlueprint public abstract class ManiaPlacementBlueprint<T> : PlacementBlueprint,
IRequireHighFrequencyMousePosition // the playfield could be moving behind us
where T : ManiaHitObject where T : ManiaHitObject
{ {
protected new T HitObject => (T)base.HitObject; protected new T HitObject => (T)base.HitObject;
protected Column Column;
/// <summary> /// <summary>
/// The current mouse position, snapped to the closest column. /// The current mouse position, snapped to the closest column.
/// </summary> /// </summary>
@ -40,31 +44,49 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
RelativeSizeAxes = Axes.None; RelativeSizeAxes = Axes.None;
} }
protected override bool OnMouseDown(MouseDownEvent e)
{
if (Column == null)
return base.OnMouseDown(e);
HitObject.StartTime = TimeAt(e.ScreenSpaceMousePosition);
HitObject.Column = Column.Index;
BeginPlacement();
return true;
}
protected override bool OnMouseUp(MouseUpEvent e)
{
EndPlacement();
return base.OnMouseUp(e);
}
protected override bool OnMouseMove(MouseMoveEvent e) protected override bool OnMouseMove(MouseMoveEvent e)
{ {
Column column = ColumnAt(e.ScreenSpaceMousePosition); if (!PlacementBegun)
Column = ColumnAt(e.ScreenSpaceMousePosition);
if (column == null) return false; if (Column == null) return false;
SnappedWidth = column.DrawWidth; SnappedWidth = Column.DrawWidth;
// Snap to the column // Snap to the column
var parentPos = Parent.ToLocalSpace(column.ToScreenSpace(new Vector2(column.DrawWidth / 2, 0))); var parentPos = Parent.ToLocalSpace(Column.ToScreenSpace(new Vector2(Column.DrawWidth / 2, 0)));
SnappedMousePosition = new Vector2(parentPos.X, e.MousePosition.Y); SnappedMousePosition = new Vector2(parentPos.X, e.MousePosition.Y);
return true; return true;
} }
protected double TimeAt(Vector2 screenSpacePosition) protected double TimeAt(Vector2 screenSpacePosition)
{ {
var column = ColumnAt(screenSpacePosition); if (Column == null)
if (column == null)
return 0; return 0;
var hitObjectContainer = column.HitObjectContainer; var hitObjectContainer = Column.HitObjectContainer;
// If we're scrolling downwards, a position of 0 is actually further away from the hit target // If we're scrolling downwards, a position of 0 is actually further away from the hit target
// so we need to flip the vertical coordinate in the hitobject container's space // so we need to flip the vertical coordinate in the hitobject container's space
var hitObjectPos = column.HitObjectContainer.ToLocalSpace(applyPositionOffset(screenSpacePosition)).Y; var hitObjectPos = Column.HitObjectContainer.ToLocalSpace(applyPositionOffset(screenSpacePosition, false)).Y;
if (scrollingInfo.Direction.Value == ScrollingDirection.Down) if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
hitObjectPos = hitObjectContainer.DrawHeight - hitObjectPos; hitObjectPos = hitObjectContainer.DrawHeight - hitObjectPos;
@ -74,21 +96,22 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
hitObjectContainer.DrawHeight); hitObjectContainer.DrawHeight);
} }
protected Column ColumnAt(Vector2 screenSpacePosition) protected float PositionAt(double time)
=> composer.ColumnAt(applyPositionOffset(screenSpacePosition));
private Vector2 applyPositionOffset(Vector2 position)
{ {
switch (scrollingInfo.Direction.Value) var pos = scrollingInfo.Algorithm.PositionAt(time,
{ EditorClock.CurrentTime,
case ScrollingDirection.Up: scrollingInfo.TimeRange.Value,
position.Y -= NotePiece.NOTE_HEIGHT / 2; Column.HitObjectContainer.DrawHeight);
break;
case ScrollingDirection.Down:
position.Y += NotePiece.NOTE_HEIGHT / 2;
break;
}
return applyPositionOffset(Column.HitObjectContainer.ToSpaceOfOtherDrawable(new Vector2(0, pos), Parent), true).Y;
}
protected Column ColumnAt(Vector2 screenSpacePosition)
=> composer.ColumnAt(applyPositionOffset(screenSpacePosition, false));
private Vector2 applyPositionOffset(Vector2 position, bool reverse)
{
position.Y += (scrollingInfo.Direction.Value == ScrollingDirection.Up && !reverse ? -1 : 1) * NotePiece.NOTE_HEIGHT / 2;
return position; return position;
} }
} }

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@ -2,10 +2,8 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Mania.Edit.Blueprints.Components; using osu.Game.Rulesets.Mania.Edit.Blueprints.Components;
using osu.Game.Rulesets.Mania.Objects; using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.UI;
namespace osu.Game.Rulesets.Mania.Edit.Blueprints namespace osu.Game.Rulesets.Mania.Edit.Blueprints
{ {
@ -28,19 +26,5 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
Width = SnappedWidth; Width = SnappedWidth;
Position = SnappedMousePosition; Position = SnappedMousePosition;
} }
protected override bool OnClick(ClickEvent e)
{
Column column;
if ((column = ColumnAt(e.ScreenSpaceMousePosition)) == null)
return base.OnClick(e);
HitObject.StartTime = TimeAt(e.ScreenSpaceMousePosition);
HitObject.Column = column.Index;
EndPlacement();
return true;
}
} }
} }

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@ -0,0 +1,19 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Tools;
using osu.Game.Rulesets.Mania.Edit.Blueprints;
namespace osu.Game.Rulesets.Mania.Edit
{
public class HoldNoteCompositionTool : HitObjectCompositionTool
{
public HoldNoteCompositionTool()
: base("Hold")
{
}
public override PlacementBlueprint CreatePlacementBlueprint() => new HoldNotePlacementBlueprint();
}
}

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@ -50,7 +50,8 @@ namespace osu.Game.Rulesets.Mania.Edit
protected override IReadOnlyList<HitObjectCompositionTool> CompositionTools => new HitObjectCompositionTool[] protected override IReadOnlyList<HitObjectCompositionTool> CompositionTools => new HitObjectCompositionTool[]
{ {
new NoteCompositionTool() new NoteCompositionTool(),
new HoldNoteCompositionTool()
}; };
public override SelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject) public override SelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject)

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@ -15,12 +15,12 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables.Pieces
/// <summary> /// <summary>
/// Represents length-wise portion of a hold note. /// Represents length-wise portion of a hold note.
/// </summary> /// </summary>
internal class BodyPiece : Container, IHasAccentColour public class BodyPiece : Container, IHasAccentColour
{ {
private readonly Container subtractionLayer; private readonly Container subtractionLayer;
private readonly Drawable background; protected readonly Drawable Background;
private readonly BufferedContainer foreground; protected readonly BufferedContainer Foreground;
private readonly BufferedContainer subtractionContainer; private readonly BufferedContainer subtractionContainer;
public BodyPiece() public BodyPiece()
@ -29,8 +29,8 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables.Pieces
Children = new[] Children = new[]
{ {
background = new Box { RelativeSizeAxes = Axes.Both }, Background = new Box { RelativeSizeAxes = Axes.Both },
foreground = new BufferedContainer Foreground = new BufferedContainer
{ {
Blending = BlendingMode.Additive, Blending = BlendingMode.Additive,
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
@ -123,7 +123,7 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables.Pieces
Radius = DrawWidth Radius = DrawWidth
}; };
foreground.ForceRedraw(); Foreground.ForceRedraw();
subtractionContainer.ForceRedraw(); subtractionContainer.ForceRedraw();
subtractionCache.Validate(); subtractionCache.Validate();
@ -137,18 +137,18 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables.Pieces
if (!IsLoaded) if (!IsLoaded)
return; return;
foreground.Colour = AccentColour.Opacity(0.5f); Foreground.Colour = AccentColour.Opacity(0.5f);
background.Colour = AccentColour.Opacity(0.7f); Background.Colour = AccentColour.Opacity(0.7f);
const float animation_length = 50; const float animation_length = 50;
foreground.ClearTransforms(false, nameof(foreground.Colour)); Foreground.ClearTransforms(false, nameof(Foreground.Colour));
if (hitting) if (hitting)
{ {
// wait for the next sync point // wait for the next sync point
double synchronisedOffset = animation_length * 2 - Time.Current % (animation_length * 2); double synchronisedOffset = animation_length * 2 - Time.Current % (animation_length * 2);
using (foreground.BeginDelayedSequence(synchronisedOffset)) using (Foreground.BeginDelayedSequence(synchronisedOffset))
foreground.FadeColour(AccentColour.Lighten(0.2f), animation_length).Then().FadeColour(foreground.Colour, animation_length).Loop(); Foreground.FadeColour(AccentColour.Lighten(0.2f), animation_length).Then().FadeColour(Foreground.Colour, animation_length).Loop();
} }
subtractionCache.Invalidate(); subtractionCache.Invalidate();