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https://github.com/ppy/osu.git
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3a4d5af83e
More specifically, this fixes placement blueprints not beginning placement when using touch input while the cursor was previously outside compose area, due to the placement blueprint not existing (removed from the scene by `ComposeBlueprintContainer`).
543 lines
20 KiB
C#
543 lines
20 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 System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Framework.Input.Events;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Screens.Edit;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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{
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public partial class SliderPlacementBlueprint : HitObjectPlacementBlueprint
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{
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public new Slider HitObject => (Slider)base.HitObject;
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private SliderBodyPiece bodyPiece = null!;
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private HitCirclePiece headCirclePiece = null!;
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private HitCirclePiece tailCirclePiece = null!;
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private PathControlPointVisualiser<Slider> controlPointVisualiser = null!;
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private InputManager inputManager = null!;
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private PathControlPoint? cursor;
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private SliderPlacementState state;
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private PathControlPoint segmentStart;
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private int currentSegmentLength;
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private bool usingCustomSegmentType;
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[Resolved]
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private IPositionSnapProvider? positionSnapProvider { get; set; }
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[Resolved]
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private IDistanceSnapProvider? distanceSnapProvider { get; set; }
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[Resolved]
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private FreehandSliderToolboxGroup? freehandToolboxGroup { get; set; }
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private readonly IncrementalBSplineBuilder bSplineBuilder = new IncrementalBSplineBuilder { Degree = 4 };
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protected override bool IsValidForPlacement => HitObject.Path.HasValidLength;
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public SliderPlacementBlueprint()
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: base(new Slider())
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{
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RelativeSizeAxes = Axes.Both;
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HitObject.Path.ControlPoints.Add(segmentStart = new PathControlPoint(Vector2.Zero, PathType.LINEAR));
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currentSegmentLength = 1;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChildren = new Drawable[]
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{
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bodyPiece = new SliderBodyPiece(),
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headCirclePiece = new HitCirclePiece(),
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tailCirclePiece = new HitCirclePiece(),
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controlPointVisualiser = new PathControlPointVisualiser<Slider>(HitObject, false)
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};
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state = SliderPlacementState.Initial;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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inputManager = GetContainingInputManager()!;
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if (freehandToolboxGroup != null)
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{
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freehandToolboxGroup.Tolerance.BindValueChanged(e =>
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{
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bSplineBuilder.Tolerance = e.NewValue;
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Scheduler.AddOnce(updateSliderPathFromBSplineBuilder);
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}, true);
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freehandToolboxGroup.CornerThreshold.BindValueChanged(e =>
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{
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bSplineBuilder.CornerThreshold = e.NewValue;
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Scheduler.AddOnce(updateSliderPathFromBSplineBuilder);
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}, true);
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freehandToolboxGroup.CircleThreshold.BindValueChanged(e =>
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{
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Scheduler.AddOnce(updateSliderPathFromBSplineBuilder);
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}, true);
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}
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}
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[Resolved]
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private EditorBeatmap editorBeatmap { get; set; } = null!;
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public override void UpdateTimeAndPosition(SnapResult result)
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{
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base.UpdateTimeAndPosition(result);
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switch (state)
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{
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case SliderPlacementState.Initial:
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BeginPlacement();
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double? nearestSliderVelocity = (editorBeatmap
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.HitObjects
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.LastOrDefault(h => h is Slider && h.GetEndTime() < HitObject.StartTime) as Slider)?.SliderVelocityMultiplier;
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HitObject.SliderVelocityMultiplier = nearestSliderVelocity ?? 1;
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HitObject.Position = ToLocalSpace(result.ScreenSpacePosition);
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// Replacing the DifficultyControlPoint above doesn't trigger any kind of invalidation.
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// Without re-applying defaults, velocity won't be updated.
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ApplyDefaultsToHitObject();
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break;
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case SliderPlacementState.ControlPoints:
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updateCursor();
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break;
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}
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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if (e.Button != MouseButton.Left)
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return base.OnMouseDown(e);
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switch (state)
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{
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case SliderPlacementState.Initial:
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beginCurve();
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break;
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case SliderPlacementState.ControlPoints:
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if (canPlaceNewControlPoint(out var lastPoint))
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placeNewControlPoint();
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else if (lastPoint != null)
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beginNewSegment(lastPoint);
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break;
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}
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return true;
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}
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// this allows sliders to be drawn outside compose area (after starting from a point within the compose area).
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => base.ReceivePositionalInputAt(screenSpacePos) || PlacementActive == PlacementState.Active;
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// ReceivePositionalInputAtSubTree generally always returns true when masking is disabled, but we don't want that,
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// otherwise a slider path tooltip will be displayed anywhere in the editor (outside compose area).
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protected override bool ReceivePositionalInputAtSubTree(Vector2 screenSpacePos) => ReceivePositionalInputAt(screenSpacePos);
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private void beginNewSegment(PathControlPoint lastPoint)
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{
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segmentStart = lastPoint;
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segmentStart.Type = PathType.LINEAR;
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currentSegmentLength = 1;
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usingCustomSegmentType = false;
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}
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protected override bool OnDragStart(DragStartEvent e)
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{
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if (e.Button != MouseButton.Left)
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return base.OnDragStart(e);
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if (state != SliderPlacementState.ControlPoints)
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return base.OnDragStart(e);
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// Only enter drawing mode if no additional control points have been placed.
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int controlPointCount = HitObject.Path.ControlPoints.Count;
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if (controlPointCount > 2 || (controlPointCount == 2 && HitObject.Path.ControlPoints.Last() != cursor))
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return base.OnDragStart(e);
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bSplineBuilder.AddLinearPoint(Vector2.Zero);
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bSplineBuilder.AddLinearPoint(ToLocalSpace(e.ScreenSpaceMouseDownPosition) - HitObject.Position);
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state = SliderPlacementState.Drawing;
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return true;
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}
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protected override void OnDrag(DragEvent e)
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{
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base.OnDrag(e);
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if (state == SliderPlacementState.Drawing)
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{
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bSplineBuilder.AddLinearPoint(ToLocalSpace(e.ScreenSpaceMousePosition) - HitObject.Position);
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Scheduler.AddOnce(updateSliderPathFromBSplineBuilder);
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}
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}
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protected override void OnDragEnd(DragEndEvent e)
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{
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base.OnDragEnd(e);
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if (state == SliderPlacementState.Drawing)
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{
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bSplineBuilder.Finish();
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updateSliderPathFromBSplineBuilder();
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// Change the state so it will snap the expected distance in endCurve.
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state = SliderPlacementState.Finishing;
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endCurve();
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}
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}
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protected override void OnMouseUp(MouseUpEvent e)
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{
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if (state == SliderPlacementState.ControlPoints && e.Button == MouseButton.Right)
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endCurve();
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base.OnMouseUp(e);
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}
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private static readonly PathType[] path_types =
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[
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PathType.LINEAR,
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PathType.BEZIER,
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PathType.PERFECT_CURVE,
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PathType.BSpline(4),
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];
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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if (e.Repeat)
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return false;
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if (state != SliderPlacementState.ControlPoints)
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return false;
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switch (e.Key)
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{
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case Key.S:
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{
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if (!canPlaceNewControlPoint(out _))
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return false;
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placeNewControlPoint();
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var last = HitObject.Path.ControlPoints.Last(p => p != cursor);
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beginNewSegment(last);
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return true;
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}
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case Key.Number1:
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case Key.Number2:
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case Key.Number3:
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case Key.Number4:
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{
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if (!e.AltPressed)
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return false;
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usingCustomSegmentType = true;
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segmentStart.Type = path_types[e.Key - Key.Number1];
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controlPointVisualiser.EnsureValidPathTypes();
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return true;
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}
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case Key.Tab:
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{
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usingCustomSegmentType = true;
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int currentTypeIndex = segmentStart.Type.HasValue ? Array.IndexOf(path_types, segmentStart.Type.Value) : -1;
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if (currentTypeIndex < 0 && e.ShiftPressed)
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currentTypeIndex = 0;
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do
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{
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currentTypeIndex = (path_types.Length + currentTypeIndex + (e.ShiftPressed ? -1 : 1)) % path_types.Length;
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segmentStart.Type = path_types[currentTypeIndex];
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controlPointVisualiser.EnsureValidPathTypes();
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} while (segmentStart.Type != path_types[currentTypeIndex]);
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return true;
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}
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}
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return false;
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}
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protected override void Update()
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{
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base.Update();
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updateSlider();
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// Maintain the path type in case it got defaulted to bezier at some point during the drag.
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updatePathType();
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}
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private void beginCurve()
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{
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BeginPlacement(commitStart: true);
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state = SliderPlacementState.ControlPoints;
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}
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private void endCurve()
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{
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updateSlider();
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EndPlacement(true);
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}
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private void updatePathType()
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{
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if (usingCustomSegmentType)
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{
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controlPointVisualiser.EnsureValidPathTypes();
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return;
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}
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if (state == SliderPlacementState.Drawing)
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{
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segmentStart.Type = PathType.BSpline(4);
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return;
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}
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switch (currentSegmentLength)
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{
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case 1:
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case 2:
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segmentStart.Type = PathType.LINEAR;
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break;
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case 3:
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segmentStart.Type = PathType.PERFECT_CURVE;
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break;
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default:
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segmentStart.Type = PathType.BEZIER;
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break;
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}
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controlPointVisualiser.EnsureValidPathTypes();
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}
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private void updateCursor()
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{
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if (canPlaceNewControlPoint(out _))
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{
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// The cursor does not overlap a previous control point, so it can be added if not already existing.
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if (cursor == null)
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{
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HitObject.Path.ControlPoints.Add(cursor = new PathControlPoint { Position = Vector2.Zero });
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// The path type should be adjusted in the progression of updatePathType() (LINEAR -> PC -> BEZIER).
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currentSegmentLength++;
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updatePathType();
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}
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// Update the cursor position.
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cursor.Position = getCursorPosition();
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}
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else if (cursor != null)
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{
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// The cursor overlaps a previous control point, so it's removed.
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HitObject.Path.ControlPoints.Remove(cursor);
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cursor = null;
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// The path type should be adjusted in the reverse progression of updatePathType() (BEZIER -> PC -> LINEAR).
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currentSegmentLength--;
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updatePathType();
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}
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}
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private Vector2 getCursorPosition()
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{
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var result = positionSnapProvider?.FindSnappedPositionAndTime(inputManager.CurrentState.Mouse.Position, state == SliderPlacementState.ControlPoints ? SnapType.GlobalGrids : SnapType.All);
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return ToLocalSpace(result?.ScreenSpacePosition ?? inputManager.CurrentState.Mouse.Position) - HitObject.Position;
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}
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/// <summary>
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/// Whether a new control point can be placed at the current mouse position.
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/// </summary>
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/// <param name="lastPoint">The last-placed control point. May be null, but is not null if <c>false</c> is returned.</param>
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/// <returns>Whether a new control point can be placed at the current position.</returns>
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private bool canPlaceNewControlPoint(out PathControlPoint? lastPoint)
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{
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// We cannot rely on the ordering of drawable pieces, so find the respective drawable piece by searching for the last non-cursor control point.
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var last = HitObject.Path.ControlPoints.LastOrDefault(p => p != cursor);
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var lastPiece = controlPointVisualiser.Pieces.Single(p => p.ControlPoint == last);
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lastPoint = last;
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// We may only place a new control point if the cursor is not overlapping with the last control point.
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// If snapping is enabled, the cursor may not hover the last piece while still placing the control point at the same position.
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return !lastPiece.IsHovered && (last is null || Vector2.DistanceSquared(last.Position, getCursorPosition()) > 1f);
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}
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private void placeNewControlPoint()
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{
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// Place a new point by detatching the current cursor.
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updateCursor();
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cursor = null;
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}
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private void updateSlider()
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{
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if (state == SliderPlacementState.Drawing)
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HitObject.Path.ExpectedDistance.Value = (float)HitObject.Path.CalculatedDistance;
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else
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HitObject.Path.ExpectedDistance.Value = distanceSnapProvider?.FindSnappedDistance(HitObject, (float)HitObject.Path.CalculatedDistance, DistanceSnapTarget.Start) ?? (float)HitObject.Path.CalculatedDistance;
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bodyPiece.UpdateFrom(HitObject);
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headCirclePiece.UpdateFrom(HitObject.HeadCircle);
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tailCirclePiece.UpdateFrom(HitObject.TailCircle);
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}
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private void updateSliderPathFromBSplineBuilder()
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{
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IReadOnlyList<List<Vector2>> builderPoints = bSplineBuilder.ControlPoints;
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if (builderPoints.Count == 0 || builderPoints[0].Count == 0)
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return;
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HitObject.Path.ControlPoints.Clear();
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// Iterate through generated segments and adding non-inheriting path types where appropriate.
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for (int i = 0; i < builderPoints.Count; i++)
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{
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bool isLastSegment = i == builderPoints.Count - 1;
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var segment = builderPoints[i];
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if (segment.Count == 0)
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continue;
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// Replace this segment with a circular arc if it is a reasonable substitute.
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var circleArcSegment = tryCircleArc(segment);
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if (circleArcSegment != null)
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{
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HitObject.Path.ControlPoints.Add(new PathControlPoint(circleArcSegment[0], PathType.PERFECT_CURVE));
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HitObject.Path.ControlPoints.Add(new PathControlPoint(circleArcSegment[1]));
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}
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else
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{
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HitObject.Path.ControlPoints.Add(new PathControlPoint(segment[0], PathType.BSpline(4)));
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for (int j = 1; j < segment.Count - 1; j++)
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HitObject.Path.ControlPoints.Add(new PathControlPoint(segment[j]));
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}
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if (isLastSegment)
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HitObject.Path.ControlPoints.Add(new PathControlPoint(segment[^1]));
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}
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}
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private Vector2[]? tryCircleArc(List<Vector2> segment)
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{
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if (segment.Count < 3 || freehandToolboxGroup?.CircleThreshold.Value == 0) return null;
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// Assume the segment creates a reasonable circular arc and then check if it reasonable
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var points = PathApproximator.BSplineToPiecewiseLinear(segment.ToArray(), bSplineBuilder.Degree);
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var circleArcControlPoints = new[] { points[0], points[points.Count / 2], points[^1] };
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var circleArc = new CircularArcProperties(circleArcControlPoints);
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if (!circleArc.IsValid) return null;
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double length = circleArc.ThetaRange * circleArc.Radius;
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if (length > 1000) return null;
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double loss = 0;
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Vector2? lastPoint = null;
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Vector2? lastVec = null;
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Vector2? lastVec2 = null;
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int? lastDir = null;
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int? lastDir2 = null;
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double totalWinding = 0;
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// Loop through the points and check if they are not too far away from the circular arc.
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// Also make sure it curves monotonically in one direction and at most one loop is done.
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foreach (var point in points)
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{
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var vec = point - circleArc.Centre;
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loss += Math.Pow((vec.Length - circleArc.Radius) / length, 2);
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if (lastVec.HasValue)
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{
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double det = lastVec.Value.X * vec.Y - lastVec.Value.Y * vec.X;
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int dir = Math.Sign(det);
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if (dir == 0)
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continue;
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if (lastDir.HasValue && dir != lastDir)
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return null; // Circle center is not inside the polygon
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lastDir = dir;
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}
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lastVec = vec;
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if (lastPoint.HasValue)
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{
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var vec2 = point - lastPoint.Value;
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if (lastVec2.HasValue)
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{
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double dot = Vector2.Dot(vec2, lastVec2.Value);
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double det = lastVec2.Value.X * vec2.Y - lastVec2.Value.Y * vec2.X;
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double angle = Math.Atan2(det, dot);
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int dir2 = Math.Sign(angle);
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if (dir2 == 0)
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continue;
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if (lastDir2.HasValue && dir2 != lastDir2)
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return null; // Curvature changed, like in an S-shape
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totalWinding += Math.Abs(angle);
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lastDir2 = dir2;
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}
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lastVec2 = vec2;
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}
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lastPoint = point;
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}
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loss /= points.Count;
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return loss > freehandToolboxGroup?.CircleThreshold.Value || totalWinding > MathHelper.TwoPi ? null : circleArcControlPoints;
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}
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private enum SliderPlacementState
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{
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Initial,
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ControlPoints,
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Drawing,
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Finishing
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}
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}
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}
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