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osu-lazer/osu.Game.Rulesets.Mania/Edit/Blueprints/ManiaPlacementBlueprint.cs

70 lines
2.3 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.UI;
using osu.Game.Rulesets.UI.Scrolling;
using OpenTK;
namespace osu.Game.Rulesets.Mania.Edit.Blueprints
{
public class ManiaPlacementBlueprint<T> : PlacementBlueprint
where T : ManiaHitObject
{
protected new T HitObject => (T)base.HitObject;
[Resolved]
private ManiaHitObjectComposer composer { get; set; }
[Resolved]
private IScrollingInfo scrollingInfo { get; set; }
public ManiaPlacementBlueprint(T hitObject)
: base(hitObject)
{
RelativeSizeAxes = Axes.None;
}
protected double TimeAt(Vector2 screenSpacePosition)
{
var column = ColumnAt(screenSpacePosition);
if (column == null)
return 0;
var hitObjectContainer = column.HitObjectContainer;
// If we're scrolling downwards, a position of 0 is actually further away from the hit target
// so we need to flip the vertical coordinate in the hitobject container's space
var hitObjectPos = column.HitObjectContainer.ToLocalSpace(applyPositionOffset(screenSpacePosition)).Y;
if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
hitObjectPos = hitObjectContainer.DrawHeight - hitObjectPos;
return scrollingInfo.Algorithm.TimeAt(hitObjectPos,
EditorClock.CurrentTime,
scrollingInfo.TimeRange.Value,
hitObjectContainer.DrawHeight);
}
protected Column ColumnAt(Vector2 screenSpacePosition)
=> composer.ColumnAt(applyPositionOffset(screenSpacePosition));
private Vector2 applyPositionOffset(Vector2 position)
{
switch (scrollingInfo.Direction.Value)
{
case ScrollingDirection.Up:
position.Y -= DrawHeight / 2;
break;
case ScrollingDirection.Down:
position.Y += DrawHeight / 2;
break;
}
return position;
}
}
}