mirror of
https://github.com/ppy/osu.git
synced 2024-11-12 05:27:40 +08:00
167 lines
6.4 KiB
C#
167 lines
6.4 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;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Extensions.Color4Extensions;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Layout;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Graphics;
|
|
using osu.Game.Rulesets.Edit;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osuTK;
|
|
using osuTK.Graphics;
|
|
|
|
namespace osu.Game.Screens.Edit.Compose.Components
|
|
{
|
|
/// <summary>
|
|
/// A grid which takes user input and returns a quantized ("snapped") position and time.
|
|
/// </summary>
|
|
public abstract partial class DistanceSnapGrid : CompositeDrawable
|
|
{
|
|
/// <summary>
|
|
/// The spacing between each tick of the beat snapping grid.
|
|
/// </summary>
|
|
protected float DistanceBetweenTicks { get; private set; }
|
|
|
|
protected IBindable<double> DistanceSpacingMultiplier { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The maximum number of distance snapping intervals allowed.
|
|
/// </summary>
|
|
protected int MaxIntervals { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The position which the grid should start.
|
|
/// The first beat snapping tick is located at <see cref="StartPosition"/> + <see cref="DistanceBetweenTicks"/> away from this point.
|
|
/// </summary>
|
|
protected readonly Vector2 StartPosition;
|
|
|
|
/// <summary>
|
|
/// The snapping time at <see cref="StartPosition"/>.
|
|
/// </summary>
|
|
protected readonly double StartTime;
|
|
|
|
protected readonly double? LatestEndTime;
|
|
|
|
[Resolved]
|
|
protected OsuColour Colours { get; private set; }
|
|
|
|
[Resolved]
|
|
protected IDistanceSnapProvider SnapProvider { get; private set; }
|
|
|
|
[Resolved]
|
|
protected EditorBeatmap Beatmap { get; private set; }
|
|
|
|
[Resolved]
|
|
private BindableBeatDivisor beatDivisor { get; set; }
|
|
|
|
/// <summary>
|
|
/// When enabled, distance snap should only snap to the current time (as per the editor clock).
|
|
/// This is to emulate stable behaviour.
|
|
/// </summary>
|
|
protected Bindable<bool> LimitedDistanceSnap { get; private set; }
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(OsuConfigManager config)
|
|
{
|
|
LimitedDistanceSnap = config.GetBindable<bool>(OsuSetting.EditorLimitedDistanceSnap);
|
|
}
|
|
|
|
private readonly LayoutValue gridCache = new LayoutValue(Invalidation.RequiredParentSizeToFit);
|
|
|
|
protected readonly HitObject ReferenceObject;
|
|
|
|
/// <summary>
|
|
/// Creates a new <see cref="DistanceSnapGrid"/>.
|
|
/// </summary>
|
|
/// <param name="referenceObject">A reference object to gather relevant difficulty values from.</param>
|
|
/// <param name="startPosition">The position at which the grid should start. The first tick is located one distance spacing length away from this point.</param>
|
|
/// <param name="startTime">The snapping time at <see cref="StartPosition"/>.</param>
|
|
/// <param name="endTime">The time at which the snapping grid should end. If null, the grid will continue until the bounds of the screen are exceeded.</param>
|
|
protected DistanceSnapGrid(HitObject referenceObject, Vector2 startPosition, double startTime, double? endTime = null)
|
|
{
|
|
ReferenceObject = referenceObject;
|
|
LatestEndTime = endTime;
|
|
|
|
StartPosition = startPosition;
|
|
StartTime = startTime;
|
|
|
|
RelativeSizeAxes = Axes.Both;
|
|
|
|
AddLayout(gridCache);
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
|
|
beatDivisor.BindValueChanged(_ => updateSpacing());
|
|
|
|
DistanceSpacingMultiplier = SnapProvider.DistanceSpacingMultiplier.GetBoundCopy();
|
|
DistanceSpacingMultiplier.BindValueChanged(_ => updateSpacing(), true);
|
|
}
|
|
|
|
private void updateSpacing()
|
|
{
|
|
float distanceSpacingMultiplier = (float)DistanceSpacingMultiplier.Value;
|
|
float beatSnapDistance = SnapProvider.GetBeatSnapDistanceAt(ReferenceObject, false);
|
|
|
|
DistanceBetweenTicks = beatSnapDistance * distanceSpacingMultiplier;
|
|
|
|
if (LatestEndTime == null)
|
|
MaxIntervals = int.MaxValue;
|
|
else
|
|
MaxIntervals = (int)((LatestEndTime.Value - StartTime) / SnapProvider.DistanceToDuration(ReferenceObject, beatSnapDistance));
|
|
|
|
gridCache.Invalidate();
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
if (!gridCache.IsValid)
|
|
{
|
|
ClearInternal();
|
|
CreateContent();
|
|
gridCache.Validate();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates the content which visualises the grid ticks.
|
|
/// </summary>
|
|
protected abstract void CreateContent();
|
|
|
|
/// <summary>
|
|
/// Snaps a position to this grid.
|
|
/// </summary>
|
|
/// <param name="position">The original position in coordinate space local to this <see cref="DistanceSnapGrid"/>.</param>
|
|
/// <returns>A tuple containing the snapped position in coordinate space local to this <see cref="DistanceSnapGrid"/> and the respective time value.</returns>
|
|
public abstract (Vector2 position, double time) GetSnappedPosition(Vector2 position);
|
|
|
|
/// <summary>
|
|
/// Retrieves the applicable colour for a beat index.
|
|
/// </summary>
|
|
/// <param name="placementIndex">The 0-based beat index from the point of placement.</param>
|
|
/// <returns>The applicable colour.</returns>
|
|
protected Color4 GetColourForIndexFromPlacement(int placementIndex)
|
|
{
|
|
var timingPoint = Beatmap.ControlPointInfo.TimingPointAt(StartTime);
|
|
double beatLength = timingPoint.BeatLength / beatDivisor.Value;
|
|
int beatIndex = (int)Math.Round((StartTime - timingPoint.Time) / beatLength);
|
|
|
|
var colour = BindableBeatDivisor.GetColourFor(BindableBeatDivisor.GetDivisorForBeatIndex(beatIndex + placementIndex + 1, beatDivisor.Value), Colours);
|
|
|
|
int repeatIndex = placementIndex / beatDivisor.Value;
|
|
return colour.Opacity(0.5f / (repeatIndex + 1));
|
|
}
|
|
}
|
|
}
|