// 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; using System.Collections.Generic; using System.Linq; using JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Lines; using osu.Framework.Graphics.Primitives; using osu.Game.Rulesets.Catch.UI; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.UI; using osu.Game.Rulesets.UI.Scrolling; using osuTK; namespace osu.Game.Rulesets.Catch.Edit { /// /// The guide lines used in the osu!catch editor to compose patterns that can be caught with constant speed. /// Currently, only forward placement (an object is snapped based on the previous object, not the opposite) is supported. /// public partial class CatchDistanceSnapGrid : CompositeDrawable { public double StartTime { get; set; } public float StartX { get; set; } private const double max_vertical_line_length_in_time = CatchPlayfield.WIDTH / Catcher.BASE_WALK_SPEED; private readonly double[] velocities; private readonly List verticalPaths = new List(); private readonly List verticalLineVertices = new List(); [Resolved] private Playfield playfield { get; set; } private ScrollingHitObjectContainer hitObjectContainer => (ScrollingHitObjectContainer)playfield.HitObjectContainer; public CatchDistanceSnapGrid(double[] velocities) { RelativeSizeAxes = Axes.Both; Anchor = Anchor.BottomLeft; this.velocities = velocities; for (int i = 0; i < velocities.Length; i++) { verticalPaths.Add(new SmoothPath { PathRadius = 2, Alpha = 0.5f, }); verticalLineVertices.Add(new[] { Vector2.Zero, Vector2.Zero }); } AddRangeInternal(verticalPaths); } protected override void Update() { base.Update(); double currentTime = hitObjectContainer.Time.Current; for (int i = 0; i < velocities.Length; i++) { double velocity = velocities[i]; // The line ends at the top of the playfield. double endTime = hitObjectContainer.TimeAtPosition(-hitObjectContainer.DrawHeight, currentTime); // Non-vertical lines are cut at the sides of the playfield. // Vertical lines are cut at some reasonable length. if (velocity > 0) endTime = Math.Min(endTime, StartTime + (CatchPlayfield.WIDTH - StartX) / velocity); else if (velocity < 0) endTime = Math.Min(endTime, StartTime + StartX / -velocity); else endTime = Math.Min(endTime, StartTime + max_vertical_line_length_in_time); Vector2[] lineVertices = verticalLineVertices[i]; lineVertices[0] = calculatePosition(velocity, StartTime); lineVertices[1] = calculatePosition(velocity, endTime); var verticalPath = verticalPaths[i]; verticalPath.Vertices = verticalLineVertices[i]; verticalPath.OriginPosition = verticalPath.PositionInBoundingBox(Vector2.Zero); } Vector2 calculatePosition(double velocity, double time) { // Don't draw inverted lines. time = Math.Max(time, StartTime); float x = StartX + (float)((time - StartTime) * velocity); float y = hitObjectContainer.PositionAtTime(time, currentTime); return new Vector2(x, y); } } [CanBeNull] public SnapResult GetSnappedPosition(Vector2 screenSpacePosition) { double time = hitObjectContainer.TimeAtScreenSpacePosition(screenSpacePosition); // If the cursor is below the distance snap grid, snap to the origin. // Not returning `null` to retain the continuous snapping behavior when the cursor is slightly below the origin. // This behavior is not currently visible in the editor because editor chooses the snap start time based on the mouse position. if (time <= StartTime) { float y = hitObjectContainer.PositionAtTime(StartTime); Vector2 originPosition = hitObjectContainer.ToScreenSpace(new Vector2(StartX, y)); return new SnapResult(originPosition, StartTime); } return enumerateSnappingCandidates(time).MinBy(pos => Vector2.DistanceSquared(screenSpacePosition, pos.ScreenSpacePosition)); } private IEnumerable enumerateSnappingCandidates(double time) { float y = hitObjectContainer.PositionAtTime(time); foreach (double velocity in velocities) { float x = (float)(StartX + (time - StartTime) * velocity); Vector2 screenSpacePosition = hitObjectContainer.ToScreenSpace(new Vector2(x, y + hitObjectContainer.DrawHeight)); yield return new SnapResult(screenSpacePosition, time); } } protected override bool ComputeIsMaskedAway(RectangleF maskingBounds) => false; } }