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osu-lazer/osu.Game/Screens/Edit/Compose/Components/DistanceSnapGrid.cs
2023-06-16 16:24:07 +02:00

167 lines
6.4 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Layout;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Screens.Edit.Compose.Components
{
/// <summary>
/// A grid which takes user input and returns a quantized ("snapped") position and time.
/// </summary>
public abstract partial class DistanceSnapGrid : CompositeDrawable
{
/// <summary>
/// The spacing between each tick of the beat snapping grid.
/// </summary>
protected float DistanceBetweenTicks { get; private set; }
protected IBindable<double> DistanceSpacingMultiplier { get; private set; }
/// <summary>
/// The maximum number of distance snapping intervals allowed.
/// </summary>
protected int MaxIntervals { get; private set; }
/// <summary>
/// The position which the grid should start.
/// The first beat snapping tick is located at <see cref="StartPosition"/> + <see cref="DistanceBetweenTicks"/> away from this point.
/// </summary>
protected readonly Vector2 StartPosition;
/// <summary>
/// The snapping time at <see cref="StartPosition"/>.
/// </summary>
protected readonly double StartTime;
protected readonly double? LatestEndTime;
[Resolved]
protected OsuColour Colours { get; private set; }
[Resolved]
protected IDistanceSnapProvider SnapProvider { get; private set; }
[Resolved]
protected EditorBeatmap Beatmap { get; private set; }
[Resolved]
private BindableBeatDivisor beatDivisor { get; set; }
/// <summary>
/// When enabled, distance snap should only snap to the current time (as per the editor clock).
/// This is to emulate stable behaviour.
/// </summary>
protected Bindable<bool> LimitedDistanceSnap { get; private set; }
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
LimitedDistanceSnap = config.GetBindable<bool>(OsuSetting.EditorLimitedDistanceSnap);
}
private readonly LayoutValue gridCache = new LayoutValue(Invalidation.RequiredParentSizeToFit);
protected readonly HitObject ReferenceObject;
/// <summary>
/// Creates a new <see cref="DistanceSnapGrid"/>.
/// </summary>
/// <param name="referenceObject">A reference object to gather relevant difficulty values from.</param>
/// <param name="startPosition">The position at which the grid should start. The first tick is located one distance spacing length away from this point.</param>
/// <param name="startTime">The snapping time at <see cref="StartPosition"/>.</param>
/// <param name="endTime">The time at which the snapping grid should end. If null, the grid will continue until the bounds of the screen are exceeded.</param>
protected DistanceSnapGrid(HitObject referenceObject, Vector2 startPosition, double startTime, double? endTime = null)
{
ReferenceObject = referenceObject;
LatestEndTime = endTime;
StartPosition = startPosition;
StartTime = startTime;
RelativeSizeAxes = Axes.Both;
AddLayout(gridCache);
}
protected override void LoadComplete()
{
base.LoadComplete();
beatDivisor.BindValueChanged(_ => updateSpacing());
DistanceSpacingMultiplier = SnapProvider.DistanceSpacingMultiplier.GetBoundCopy();
DistanceSpacingMultiplier.BindValueChanged(_ => updateSpacing(), true);
}
private void updateSpacing()
{
float distanceSpacingMultiplier = (float)DistanceSpacingMultiplier.Value;
float beatSnapDistance = SnapProvider.GetBeatSnapDistanceAt(ReferenceObject, false);
DistanceBetweenTicks = beatSnapDistance * distanceSpacingMultiplier;
if (LatestEndTime == null)
MaxIntervals = int.MaxValue;
else
MaxIntervals = (int)((LatestEndTime.Value - StartTime) / SnapProvider.DistanceToDuration(ReferenceObject, beatSnapDistance));
gridCache.Invalidate();
}
protected override void Update()
{
base.Update();
if (!gridCache.IsValid)
{
ClearInternal();
CreateContent();
gridCache.Validate();
}
}
/// <summary>
/// Creates the content which visualises the grid ticks.
/// </summary>
protected abstract void CreateContent();
/// <summary>
/// Snaps a position to this grid.
/// </summary>
/// <param name="position">The original position in coordinate space local to this <see cref="DistanceSnapGrid"/>.</param>
/// <returns>A tuple containing the snapped position in coordinate space local to this <see cref="DistanceSnapGrid"/> and the respective time value.</returns>
public abstract (Vector2 position, double time) GetSnappedPosition(Vector2 position);
/// <summary>
/// Retrieves the applicable colour for a beat index.
/// </summary>
/// <param name="placementIndex">The 0-based beat index from the point of placement.</param>
/// <returns>The applicable colour.</returns>
protected Color4 GetColourForIndexFromPlacement(int placementIndex)
{
var timingPoint = Beatmap.ControlPointInfo.TimingPointAt(StartTime);
double beatLength = timingPoint.BeatLength / beatDivisor.Value;
int beatIndex = (int)Math.Round((StartTime - timingPoint.Time) / beatLength);
var colour = BindableBeatDivisor.GetColourFor(BindableBeatDivisor.GetDivisorForBeatIndex(beatIndex + placementIndex + 1, beatDivisor.Value), Colours);
int repeatIndex = placementIndex / beatDivisor.Value;
return colour.Opacity(0.5f / (repeatIndex + 1));
}
}
}