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