// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using osu.Framework.Graphics; using osu.Framework.Graphics.Shapes; using osu.Framework.Graphics.UserInterface; using osu.Game.Rulesets.Objects; using osuTK; namespace osu.Game.Screens.Edit.Compose.Components { public abstract class CircularDistanceSnapGrid : DistanceSnapGrid { protected CircularDistanceSnapGrid(HitObject referenceObject, Vector2 startPosition, double startTime, double? endTime = null) : base(referenceObject, startPosition, startTime, endTime) { } protected override void CreateContent() { const float crosshair_thickness = 1; const float crosshair_max_size = 10; AddRangeInternal(new[] { new Box { Origin = Anchor.Centre, Position = StartPosition, Width = crosshair_thickness, EdgeSmoothness = new Vector2(1), Height = Math.Min(crosshair_max_size, DistanceBetweenTicks * 2), }, new Box { Origin = Anchor.Centre, Position = StartPosition, EdgeSmoothness = new Vector2(1), Width = Math.Min(crosshair_max_size, DistanceBetweenTicks * 2), Height = crosshair_thickness, } }); float dx = Math.Max(StartPosition.X, DrawWidth - StartPosition.X); float dy = Math.Max(StartPosition.Y, DrawHeight - StartPosition.Y); float maxDistance = new Vector2(dx, dy).Length; int requiredCircles = Math.Min(MaxIntervals, (int)(maxDistance / DistanceBetweenTicks)); for (int i = 0; i < requiredCircles; i++) { float radius = (i + 1) * DistanceBetweenTicks * 2; AddInternal(new CircularProgress { Origin = Anchor.Centre, Position = StartPosition, Current = { Value = 1 }, Size = new Vector2(radius), InnerRadius = 4 * 1f / radius, Colour = GetColourForIndexFromPlacement(i) }); } } public override (Vector2 position, double time) GetSnappedPosition(Vector2 position) { if (MaxIntervals == 0) return (StartPosition, StartTime); // This grid implementation factors in the user's distance spacing specification, // which is usually not considered by an `IDistanceSnapProvider`. float distanceSpacing = (float)DistanceSpacingMultiplier.Value; Vector2 travelVector = (position - StartPosition); if (travelVector == Vector2.Zero) return (StartPosition, StartTime); float travelLength = travelVector.Length; // FindSnappedDistance will always round down, but we want to potentially round upwards. travelLength += DistanceBetweenTicks / 2; // When interacting with the resolved snap provider, the distance spacing multiplier should first be removed // to allow for snapping at a non-multiplied ratio. float snappedDistance = SnapProvider.FindSnappedDistance(ReferenceObject, travelLength / distanceSpacing); double snappedTime = StartTime + SnapProvider.DistanceToDuration(ReferenceObject, snappedDistance); if (snappedTime > LatestEndTime) { snappedDistance = SnapProvider.DurationToDistance(ReferenceObject, LatestEndTime.Value - ReferenceObject.GetEndTime()); snappedTime = StartTime + SnapProvider.DistanceToDuration(ReferenceObject, snappedDistance); } // The multiplier can then be reapplied to the final position. Vector2 snappedPosition = StartPosition + travelVector.Normalized() * snappedDistance * distanceSpacing; return (snappedPosition, snappedTime); } } }