// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System.Collections.Generic; using System.Diagnostics; using System.Linq; using JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Input; using osu.Framework.Input.Events; using osu.Framework.Utils; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components; using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Screens.Edit; using osuTK; using osuTK.Input; namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders { public partial class SliderPlacementBlueprint : PlacementBlueprint { public new Slider HitObject => (Slider)base.HitObject; private SliderBodyPiece bodyPiece; private HitCirclePiece headCirclePiece; private HitCirclePiece tailCirclePiece; private PathControlPointVisualiser controlPointVisualiser; private InputManager inputManager; private SliderPlacementState state; private PathControlPoint segmentStart; private PathControlPoint cursor; private int currentSegmentLength; [Resolved(CanBeNull = true)] private IPositionSnapProvider positionSnapProvider { get; set; } [Resolved(CanBeNull = true)] private IDistanceSnapProvider distanceSnapProvider { get; set; } [Resolved(CanBeNull = true)] private FreehandSliderToolboxGroup freehandToolboxGroup { get; set; } private readonly IncrementalBSplineBuilder bSplineBuilder = new IncrementalBSplineBuilder(); protected override bool IsValidForPlacement => HitObject.Path.HasValidLength; public SliderPlacementBlueprint() : base(new Slider()) { RelativeSizeAxes = Axes.Both; HitObject.Path.ControlPoints.Add(segmentStart = new PathControlPoint(Vector2.Zero, PathType.LINEAR)); currentSegmentLength = 1; } [BackgroundDependencyLoader] private void load() { InternalChildren = new Drawable[] { bodyPiece = new SliderBodyPiece(), headCirclePiece = new HitCirclePiece(), tailCirclePiece = new HitCirclePiece(), controlPointVisualiser = new PathControlPointVisualiser(HitObject, false) }; state = SliderPlacementState.Initial; } protected override void LoadComplete() { base.LoadComplete(); inputManager = GetContainingInputManager(); if (freehandToolboxGroup != null) { freehandToolboxGroup.Tolerance.BindValueChanged(e => { bSplineBuilder.Tolerance = e.NewValue; Scheduler.AddOnce(updateSliderPathFromBSplineBuilder); }, true); freehandToolboxGroup.CornerThreshold.BindValueChanged(e => { bSplineBuilder.CornerThreshold = e.NewValue; Scheduler.AddOnce(updateSliderPathFromBSplineBuilder); }, true); } } [Resolved] private EditorBeatmap editorBeatmap { get; set; } public override void UpdateTimeAndPosition(SnapResult result) { base.UpdateTimeAndPosition(result); switch (state) { case SliderPlacementState.Initial: BeginPlacement(); double? nearestSliderVelocity = (editorBeatmap .HitObjects .LastOrDefault(h => h is Slider && h.GetEndTime() < HitObject.StartTime) as Slider)?.SliderVelocityMultiplier; HitObject.SliderVelocityMultiplier = nearestSliderVelocity ?? 1; HitObject.Position = ToLocalSpace(result.ScreenSpacePosition); // Replacing the DifficultyControlPoint above doesn't trigger any kind of invalidation. // Without re-applying defaults, velocity won't be updated. ApplyDefaultsToHitObject(); break; case SliderPlacementState.ControlPoints: updateCursor(); break; } } protected override bool OnMouseDown(MouseDownEvent e) { if (e.Button != MouseButton.Left) return base.OnMouseDown(e); switch (state) { case SliderPlacementState.Initial: beginCurve(); break; case SliderPlacementState.ControlPoints: if (canPlaceNewControlPoint(out var lastPoint)) { // Place a new point by detatching the current cursor. updateCursor(); cursor = null; } else { // Transform the last point into a new segment. Debug.Assert(lastPoint != null); segmentStart = lastPoint; segmentStart.Type = PathType.LINEAR; currentSegmentLength = 1; } break; } return true; } protected override bool OnDragStart(DragStartEvent e) { if (e.Button != MouseButton.Left) return base.OnDragStart(e); if (state != SliderPlacementState.ControlPoints) return base.OnDragStart(e); // Only enter drawing mode if no additional control points have been placed. if (HitObject.Path.ControlPoints.Count > 2) return base.OnDragStart(e); bSplineBuilder.AddLinearPoint(ToLocalSpace(e.ScreenSpaceMouseDownPosition) - HitObject.Position); state = SliderPlacementState.Drawing; return true; } protected override void OnDrag(DragEvent e) { base.OnDrag(e); if (state == SliderPlacementState.Drawing) { bSplineBuilder.AddLinearPoint(ToLocalSpace(e.ScreenSpaceMousePosition) - HitObject.Position); Scheduler.AddOnce(updateSliderPathFromBSplineBuilder); } } protected override void OnDragEnd(DragEndEvent e) { base.OnDragEnd(e); if (state == SliderPlacementState.Drawing) endCurve(); } protected override void OnMouseUp(MouseUpEvent e) { if (state == SliderPlacementState.ControlPoints && e.Button == MouseButton.Right) endCurve(); base.OnMouseUp(e); } protected override void Update() { base.Update(); updateSlider(); // Maintain the path type in case it got defaulted to bezier at some point during the drag. updatePathType(); } private void beginCurve() { BeginPlacement(commitStart: true); state = SliderPlacementState.ControlPoints; } private void endCurve() { updateSlider(); EndPlacement(true); } private void updatePathType() { if (state == SliderPlacementState.Drawing) { segmentStart.Type = PathType.BSpline(3); return; } switch (currentSegmentLength) { case 1: case 2: segmentStart.Type = PathType.LINEAR; break; case 3: segmentStart.Type = PathType.PERFECT_CURVE; break; default: segmentStart.Type = PathType.BEZIER; break; } } private void updateCursor() { if (canPlaceNewControlPoint(out _)) { // The cursor does not overlap a previous control point, so it can be added if not already existing. if (cursor == null) { HitObject.Path.ControlPoints.Add(cursor = new PathControlPoint { Position = Vector2.Zero }); // The path type should be adjusted in the progression of updatePathType() (LINEAR -> PC -> BEZIER). currentSegmentLength++; updatePathType(); } // Update the cursor position. var result = positionSnapProvider?.FindSnappedPositionAndTime(inputManager.CurrentState.Mouse.Position, state == SliderPlacementState.ControlPoints ? SnapType.GlobalGrids : SnapType.All); cursor.Position = ToLocalSpace(result?.ScreenSpacePosition ?? inputManager.CurrentState.Mouse.Position) - HitObject.Position; } else if (cursor != null) { // The cursor overlaps a previous control point, so it's removed. HitObject.Path.ControlPoints.Remove(cursor); cursor = null; // The path type should be adjusted in the reverse progression of updatePathType() (BEZIER -> PC -> LINEAR). currentSegmentLength--; updatePathType(); } } /// /// Whether a new control point can be placed at the current mouse position. /// /// The last-placed control point. May be null, but is not null if false is returned. /// Whether a new control point can be placed at the current position. private bool canPlaceNewControlPoint([CanBeNull] out PathControlPoint lastPoint) { // We cannot rely on the ordering of drawable pieces, so find the respective drawable piece by searching for the last non-cursor control point. var last = HitObject.Path.ControlPoints.LastOrDefault(p => p != cursor); var lastPiece = controlPointVisualiser.Pieces.Single(p => p.ControlPoint == last); lastPoint = last; return lastPiece.IsHovered != true; } private void updateSlider() { HitObject.Path.ExpectedDistance.Value = distanceSnapProvider?.FindSnappedDistance(HitObject, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance; bodyPiece.UpdateFrom(HitObject); headCirclePiece.UpdateFrom(HitObject.HeadCircle); tailCirclePiece.UpdateFrom(HitObject.TailCircle); } private void updateSliderPathFromBSplineBuilder() { IReadOnlyList builderPoints = bSplineBuilder.ControlPoints; if (builderPoints.Count == 0) return; int lastSegmentStart = 0; PathType? lastPathType = null; HitObject.Path.ControlPoints.Clear(); // Iterate through generated points, finding each segment and adding non-inheriting path types where appropriate. // Importantly, the B-Spline builder returns three Vector2s at the same location when a new segment is to be started. for (int i = 0; i < builderPoints.Count; i++) { bool isLastPoint = i == builderPoints.Count - 1; bool isNewSegment = i < builderPoints.Count - 2 && builderPoints[i] == builderPoints[i + 1] && builderPoints[i] == builderPoints[i + 2]; if (isNewSegment || isLastPoint) { int pointsInSegment = i - lastSegmentStart; // Where possible, we can use the simpler LINEAR path type. PathType? pathType = pointsInSegment == 1 ? PathType.LINEAR : PathType.BSpline(3); // Linear segments can be combined, as two adjacent linear sections are computationally the same as one with the points combined. if (lastPathType == pathType && lastPathType == PathType.LINEAR) pathType = null; HitObject.Path.ControlPoints.Add(new PathControlPoint(builderPoints[lastSegmentStart], pathType)); for (int j = lastSegmentStart + 1; j < i; j++) HitObject.Path.ControlPoints.Add(new PathControlPoint(builderPoints[j])); if (isLastPoint) HitObject.Path.ControlPoints.Add(new PathControlPoint(builderPoints[i])); // Skip the redundant duplicated points (see isNewSegment above) which have been coalesced into a path type. lastSegmentStart = (i += 2); if (pathType != null) lastPathType = pathType; } } } private enum SliderPlacementState { Initial, ControlPoints, Drawing } } }