// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Input.Events; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Mania.Objects; using osu.Game.Rulesets.Mania.UI; using osu.Game.Rulesets.UI.Scrolling; using OpenTK; namespace osu.Game.Rulesets.Mania.Edit.Blueprints { public abstract class ManiaPlacementBlueprint : PlacementBlueprint where T : ManiaHitObject { protected new T HitObject => (T)base.HitObject; /// /// The current mouse position, snapped to the closest column. /// protected Vector2 SnappedMousePosition { get; private set; } [Resolved] private IManiaHitObjectComposer composer { get; set; } [Resolved] private IScrollingInfo scrollingInfo { get; set; } protected ManiaPlacementBlueprint(T hitObject) : base(hitObject) { RelativeSizeAxes = Axes.None; } protected override bool OnMouseMove(MouseMoveEvent e) { Column column = ColumnAt(e.ScreenSpaceMousePosition); if (column == null) SnappedMousePosition = e.MousePosition; else { // Snap to the column var parentPos = Parent.ToLocalSpace(column.ToScreenSpace(new Vector2(column.DrawWidth / 2, 0))); SnappedMousePosition = new Vector2(parentPos.X, e.MousePosition.Y); } return true; } protected double TimeAt(Vector2 screenSpacePosition) { var column = ColumnAt(screenSpacePosition); if (column == null) return 0; var hitObjectContainer = column.HitObjectContainer; // 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 var hitObjectPos = column.HitObjectContainer.ToLocalSpace(applyPositionOffset(screenSpacePosition)).Y; if (scrollingInfo.Direction.Value == ScrollingDirection.Down) hitObjectPos = hitObjectContainer.DrawHeight - hitObjectPos; return scrollingInfo.Algorithm.TimeAt(hitObjectPos, EditorClock.CurrentTime, scrollingInfo.TimeRange.Value, hitObjectContainer.DrawHeight); } protected Column ColumnAt(Vector2 screenSpacePosition) => composer.ColumnAt(applyPositionOffset(screenSpacePosition)); private Vector2 applyPositionOffset(Vector2 position) { switch (scrollingInfo.Direction.Value) { case ScrollingDirection.Up: position.Y -= DrawHeight / 2; break; case ScrollingDirection.Down: position.Y += DrawHeight / 2; break; } return position; } } }