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osu-lazer/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderPlacementBlueprint.cs
2022-06-17 16:37:17 +09:00

244 lines
8.1 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.Diagnostics;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Framework.Input.Events;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components;
using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components;
using osu.Game.Screens.Edit;
using osuTK;
using osuTK.Input;
namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
{
public class SliderPlacementBlueprint : PlacementBlueprint
{
public new Objects.Slider HitObject => (Objects.Slider)base.HitObject;
private SliderBodyPiece bodyPiece;
private HitCirclePiece headCirclePiece;
private HitCirclePiece tailCirclePiece;
private PathControlPointVisualiser controlPointVisualiser;
private InputManager inputManager;
private SliderPlacementState state;
private PathControlPoint segmentStart;
private PathControlPoint cursor;
private int currentSegmentLength;
[Resolved(CanBeNull = true)]
private IDistanceSnapProvider snapProvider { get; set; }
public SliderPlacementBlueprint()
: base(new Objects.Slider())
{
RelativeSizeAxes = Axes.Both;
HitObject.Path.ControlPoints.Add(segmentStart = new PathControlPoint(Vector2.Zero, PathType.Linear));
currentSegmentLength = 1;
}
[BackgroundDependencyLoader]
private void load()
{
InternalChildren = new Drawable[]
{
bodyPiece = new SliderBodyPiece(),
headCirclePiece = new HitCirclePiece(),
tailCirclePiece = new HitCirclePiece(),
controlPointVisualiser = new PathControlPointVisualiser(HitObject, false)
};
setState(SliderPlacementState.Initial);
}
protected override void LoadComplete()
{
base.LoadComplete();
inputManager = GetContainingInputManager();
}
[Resolved]
private EditorBeatmap editorBeatmap { get; set; }
public override void UpdateTimeAndPosition(SnapResult result)
{
base.UpdateTimeAndPosition(result);
switch (state)
{
case SliderPlacementState.Initial:
BeginPlacement();
var nearestDifficultyPoint = editorBeatmap.HitObjects.LastOrDefault(h => h.GetEndTime() < HitObject.StartTime)?.DifficultyControlPoint?.DeepClone() as DifficultyControlPoint;
HitObject.DifficultyControlPoint = nearestDifficultyPoint ?? new DifficultyControlPoint();
HitObject.Position = ToLocalSpace(result.ScreenSpacePosition);
break;
case SliderPlacementState.Body:
updateCursor();
break;
}
}
protected override bool OnMouseDown(MouseDownEvent e)
{
if (e.Button != MouseButton.Left)
return base.OnMouseDown(e);
switch (state)
{
case SliderPlacementState.Initial:
beginCurve();
break;
case SliderPlacementState.Body:
if (canPlaceNewControlPoint(out var lastPoint))
{
// Place a new point by detatching the current cursor.
updateCursor();
cursor = null;
}
else
{
// Transform the last point into a new segment.
Debug.Assert(lastPoint != null);
segmentStart = lastPoint;
segmentStart.Type = PathType.Linear;
currentSegmentLength = 1;
}
break;
}
return true;
}
protected override void OnMouseUp(MouseUpEvent e)
{
if (state == SliderPlacementState.Body && e.Button == MouseButton.Right)
endCurve();
base.OnMouseUp(e);
}
private void beginCurve()
{
BeginPlacement(commitStart: true);
setState(SliderPlacementState.Body);
}
private void endCurve()
{
updateSlider();
EndPlacement(HitObject.Path.HasValidLength);
}
protected override void Update()
{
base.Update();
updateSlider();
// Maintain the path type in case it got defaulted to bezier at some point during the drag.
updatePathType();
}
private void updatePathType()
{
switch (currentSegmentLength)
{
case 1:
case 2:
segmentStart.Type = PathType.Linear;
break;
case 3:
segmentStart.Type = PathType.PerfectCurve;
break;
default:
segmentStart.Type = PathType.Bezier;
break;
}
}
private void updateCursor()
{
if (canPlaceNewControlPoint(out _))
{
// The cursor does not overlap a previous control point, so it can be added if not already existing.
if (cursor == null)
{
HitObject.Path.ControlPoints.Add(cursor = new PathControlPoint { Position = Vector2.Zero });
// The path type should be adjusted in the progression of updatePathType() (Linear -> PC -> Bezier).
currentSegmentLength++;
updatePathType();
}
// Update the cursor position.
cursor.Position = ToLocalSpace(inputManager.CurrentState.Mouse.Position) - HitObject.Position;
}
else if (cursor != null)
{
// The cursor overlaps a previous control point, so it's removed.
HitObject.Path.ControlPoints.Remove(cursor);
cursor = null;
// The path type should be adjusted in the reverse progression of updatePathType() (Bezier -> PC -> Linear).
currentSegmentLength--;
updatePathType();
}
}
/// <summary>
/// Whether a new control point can be placed at the current mouse position.
/// </summary>
/// <param name="lastPoint">The last-placed control point. May be null, but is not null if <c>false</c> is returned.</param>
/// <returns>Whether a new control point can be placed at the current position.</returns>
private bool canPlaceNewControlPoint([CanBeNull] out PathControlPoint lastPoint)
{
// We cannot rely on the ordering of drawable pieces, so find the respective drawable piece by searching for the last non-cursor control point.
var last = HitObject.Path.ControlPoints.LastOrDefault(p => p != cursor);
var lastPiece = controlPointVisualiser.Pieces.Single(p => p.ControlPoint == last);
lastPoint = last;
return lastPiece.IsHovered != true;
}
private void updateSlider()
{
HitObject.Path.ExpectedDistance.Value = snapProvider?.FindSnappedDistance(HitObject, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance;
bodyPiece.UpdateFrom(HitObject);
headCirclePiece.UpdateFrom(HitObject.HeadCircle);
tailCirclePiece.UpdateFrom(HitObject.TailCircle);
}
private void setState(SliderPlacementState newState)
{
state = newState;
}
private enum SliderPlacementState
{
Initial,
Body,
}
}
}