// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. 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.Game.Graphics; 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 osuTK; using osuTK.Input; namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders { public class SliderPlacementBlueprint : PlacementBlueprint { public new Objects.Slider HitObject => (Objects.Slider)base.HitObject; private SliderBodyPiece bodyPiece; private HitCirclePiece headCirclePiece; private HitCirclePiece tailCirclePiece; private PathControlPointVisualiser controlPointVisualiser; private InputManager inputManager; private PlacementState state; private PathControlPoint segmentStart; private PathControlPoint cursor; private int currentSegmentLength; [Resolved(CanBeNull = true)] private HitObjectComposer composer { get; set; } public SliderPlacementBlueprint() : base(new Objects.Slider()) { RelativeSizeAxes = Axes.Both; HitObject.Path.ControlPoints.Add(segmentStart = new PathControlPoint(Vector2.Zero, PathType.Linear)); currentSegmentLength = 1; } [BackgroundDependencyLoader] private void load(OsuColour colours) { InternalChildren = new Drawable[] { bodyPiece = new SliderBodyPiece(), headCirclePiece = new HitCirclePiece(), tailCirclePiece = new HitCirclePiece(), controlPointVisualiser = new PathControlPointVisualiser(HitObject, false) }; setState(PlacementState.Initial); } protected override void LoadComplete() { base.LoadComplete(); inputManager = GetContainingInputManager(); } public override void UpdatePosition(SnapResult result) { base.UpdatePosition(result); switch (state) { case PlacementState.Initial: BeginPlacement(); HitObject.Position = ToLocalSpace(result.ScreenSpacePosition); break; case PlacementState.Body: updateCursor(); break; } } protected override bool OnMouseDown(MouseDownEvent e) { if (e.Button != MouseButton.Left) return base.OnMouseDown(e); switch (state) { case PlacementState.Initial: beginCurve(); break; case PlacementState.Body: 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.Value = PathType.Linear; currentSegmentLength = 1; } break; } return true; } protected override void OnMouseUp(MouseUpEvent e) { if (state == PlacementState.Body && e.Button == MouseButton.Right) endCurve(); base.OnMouseUp(e); } private void beginCurve() { BeginPlacement(commitStart: true); setState(PlacementState.Body); } private void endCurve() { updateSlider(); EndPlacement(true); } protected override void Update() { base.Update(); updateSlider(); } private void updatePathType() { switch (currentSegmentLength) { case 1: case 2: segmentStart.Type.Value = PathType.Linear; break; case 3: segmentStart.Type.Value = PathType.PerfectCurve; break; default: segmentStart.Type.Value = 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 = { Value = Vector2.Zero } }); // The path type should be adjusted in the progression of updatePathType() (Linear -> PC -> Bezier). currentSegmentLength++; updatePathType(); } // Update the cursor position. cursor.Position.Value = ToLocalSpace(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 = composer?.GetSnappedDistanceFromDistance(HitObject.StartTime, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance; bodyPiece.UpdateFrom(HitObject); headCirclePiece.UpdateFrom(HitObject.HeadCircle); tailCirclePiece.UpdateFrom(HitObject.TailCircle); } private void setState(PlacementState newState) { state = newState; } private enum PlacementState { Initial, Body, } } }