// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Game.Beatmaps; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Edit.Tools; using osu.Game.Rulesets.Mania.Objects; using System.Collections.Generic; using osu.Framework.Allocation; using osu.Game.Rulesets.Mania.UI; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.UI; using osu.Game.Rulesets.UI.Scrolling; using osu.Game.Screens.Edit.Compose.Components; using osuTK; namespace osu.Game.Rulesets.Mania.Edit { [Cached(Type = typeof(IManiaHitObjectComposer))] public class ManiaHitObjectComposer : HitObjectComposer, IManiaHitObjectComposer { private DrawableManiaEditRuleset drawableRuleset; public ManiaHitObjectComposer(Ruleset ruleset) : base(ruleset) { } /// /// Retrieves the column that intersects a screen-space position. /// /// The screen-space position. /// The column which intersects with . public Column ColumnAt(Vector2 screenSpacePosition) => drawableRuleset.GetColumnByPosition(screenSpacePosition); private DependencyContainer dependencies; protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) => dependencies = new DependencyContainer(base.CreateChildDependencies(parent)); public ManiaPlayfield Playfield => ((ManiaPlayfield)drawableRuleset.Playfield); public IScrollingInfo ScrollingInfo => drawableRuleset.ScrollingInfo; public int TotalColumns => Playfield.TotalColumns; public override (Vector2 position, double time) GetSnappedPosition(Vector2 position, double time) { var hoc = Playfield.GetColumn(0).HitObjectContainer; float targetPosition = hoc.ToLocalSpace(ToScreenSpace(position)).Y; if (drawableRuleset.ScrollingInfo.Direction.Value == ScrollingDirection.Down) { // We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time. // The scrolling algorithm assumes a top anchor meaning an increase in time corresponds to an increase in position, so when scrolling downwards the coordinates need to be flipped. targetPosition = hoc.DrawHeight - targetPosition; } double targetTime = drawableRuleset.ScrollingInfo.Algorithm.TimeAt(targetPosition, EditorClock.CurrentTime, drawableRuleset.ScrollingInfo.TimeRange.Value, hoc.DrawHeight); return base.GetSnappedPosition(position, targetTime); } protected override DrawableRuleset CreateDrawableRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList mods = null) { drawableRuleset = new DrawableManiaEditRuleset(ruleset, beatmap, mods); // This is the earliest we can cache the scrolling info to ourselves, before masks are added to the hierarchy and inject it dependencies.CacheAs(drawableRuleset.ScrollingInfo); return drawableRuleset; } protected override ComposeBlueprintContainer CreateBlueprintContainer() => new ManiaBlueprintContainer(drawableRuleset.Playfield.AllHitObjects); protected override IReadOnlyList CompositionTools => new HitObjectCompositionTool[] { new NoteCompositionTool(), new HoldNoteCompositionTool() }; } }