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osu-lazer/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/Components/PathControlPointConnectionPiece.cs
2020-04-13 21:41:18 +09:00

78 lines
2.5 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.
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Lines;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Objects;
using osuTK;
namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
{
/// <summary>
/// A visualisation of the line between two <see cref="PathControlPointPiece"/>s.
/// </summary>
public class PathControlPointConnectionPiece : CompositeDrawable
{
public readonly PathControlPoint ControlPoint;
private readonly Path path;
private readonly Slider slider;
private readonly int controlPointIndex;
private IBindable<Vector2> sliderPosition;
private IBindable<int> pathVersion;
public PathControlPointConnectionPiece(Slider slider, int controlPointIndex)
{
this.slider = slider;
this.controlPointIndex = controlPointIndex;
Origin = Anchor.Centre;
AutoSizeAxes = Axes.Both;
ControlPoint = slider.Path.ControlPoints[controlPointIndex];
InternalChild = path = new SmoothPath
{
Anchor = Anchor.Centre,
PathRadius = 1
};
}
protected override void LoadComplete()
{
base.LoadComplete();
sliderPosition = slider.PositionBindable.GetBoundCopy();
sliderPosition.BindValueChanged(_ => updateConnectingPath());
pathVersion = slider.Path.Version.GetBoundCopy();
pathVersion.BindValueChanged(_ => updateConnectingPath());
updateConnectingPath();
}
/// <summary>
/// Updates the path connecting this control point to the next one.
/// </summary>
private void updateConnectingPath()
{
Position = slider.StackedPosition + ControlPoint.Position.Value;
path.ClearVertices();
int nextIndex = controlPointIndex + 1;
if (nextIndex == 0 || nextIndex >= slider.Path.ControlPoints.Count)
return;
path.AddVertex(Vector2.Zero);
path.AddVertex(slider.Path.ControlPoints[nextIndex].Position.Value - ControlPoint.Position.Value);
path.OriginPosition = path.PositionInBoundingBox(Vector2.Zero);
}
}
}