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89 lines
2.9 KiB
C#
89 lines
2.9 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 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.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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{
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public abstract class ManiaPlacementBlueprint<T> : PlacementBlueprint,
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IRequireHighFrequencyMousePosition // the playfield could be moving behind us
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where T : ManiaHitObject
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{
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protected new T HitObject => (T)base.HitObject;
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protected Column Column;
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[Resolved]
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private IScrollingInfo scrollingInfo { get; set; }
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protected ManiaPlacementBlueprint(T hitObject)
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: base(hitObject)
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{
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RelativeSizeAxes = Axes.None;
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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 false;
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if (Column == null)
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return base.OnMouseDown(e);
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HitObject.Column = Column.Index;
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BeginPlacement(true);
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return true;
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}
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public override void UpdatePosition(SnapResult result)
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{
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if (!PlacementActive)
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Column = (result as ManiaSnapResult)?.Column;
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}
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protected float PositionAt(double time)
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{
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var pos = scrollingInfo.Algorithm.PositionAt(time,
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EditorClock.CurrentTime,
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scrollingInfo.TimeRange.Value,
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Column.HitObjectContainer.DrawHeight);
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if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
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pos = Column.HitObjectContainer.DrawHeight - pos;
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return hitObjectToMousePosition(Column.HitObjectContainer.ToSpaceOfOtherDrawable(new Vector2(0, pos), Parent)).Y;
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}
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/// <summary>
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/// Converts a hitobject position to a mouse position.
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/// </summary>
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/// <param name="hitObjectPosition">The hitobject position.</param>
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/// <returns>The resulting mouse position, anchored at the centre of the hitobject.</returns>
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private Vector2 hitObjectToMousePosition(Vector2 hitObjectPosition)
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{
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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hitObjectPosition.Y += DefaultNotePiece.NOTE_HEIGHT / 2;
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break;
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case ScrollingDirection.Down:
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hitObjectPosition.Y -= DefaultNotePiece.NOTE_HEIGHT / 2;
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break;
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}
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return hitObjectPosition;
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}
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}
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}
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