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2a88409dfe
This regressed with https://github.com/ppy/osu/pull/20850 because the function was used in other places which expect it to factor slider velocity into the equation. Rather than reverting, I've added a new argument, as based on the method naming alone it was hard to discern whether SV should actually be considered. The reason for the change in #20850 was to avoid the SV coming in from a reference object which may not have a correct SV in the first place. In such cases, passing `false` to the function will give the expected behaviour.
154 lines
5.9 KiB
C#
154 lines
5.9 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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#nullable disable
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Layout;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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/// <summary>
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/// A grid which takes user input and returns a quantized ("snapped") position and time.
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/// </summary>
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public abstract class DistanceSnapGrid : CompositeDrawable
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{
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/// <summary>
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/// The spacing between each tick of the beat snapping grid.
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/// </summary>
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protected float DistanceBetweenTicks { get; private set; }
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protected IBindable<double> DistanceSpacingMultiplier { get; private set; }
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/// <summary>
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/// The maximum number of distance snapping intervals allowed.
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/// </summary>
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protected int MaxIntervals { get; private set; }
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/// <summary>
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/// The position which the grid should start.
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/// The first beat snapping tick is located at <see cref="StartPosition"/> + <see cref="DistanceBetweenTicks"/> away from this point.
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/// </summary>
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protected readonly Vector2 StartPosition;
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/// <summary>
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/// The snapping time at <see cref="StartPosition"/>.
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/// </summary>
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protected readonly double StartTime;
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protected readonly double? LatestEndTime;
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[Resolved]
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protected OsuColour Colours { get; private set; }
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[Resolved]
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protected IDistanceSnapProvider SnapProvider { get; private set; }
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[Resolved]
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protected EditorBeatmap Beatmap { get; private set; }
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[Resolved]
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private BindableBeatDivisor beatDivisor { get; set; }
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private readonly LayoutValue gridCache = new LayoutValue(Invalidation.RequiredParentSizeToFit);
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protected readonly HitObject ReferenceObject;
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/// <summary>
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/// Creates a new <see cref="DistanceSnapGrid"/>.
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/// </summary>
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/// <param name="referenceObject">A reference object to gather relevant difficulty values from.</param>
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/// <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>
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/// <param name="startTime">The snapping time at <see cref="StartPosition"/>.</param>
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/// <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>
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protected DistanceSnapGrid(HitObject referenceObject, Vector2 startPosition, double startTime, double? endTime = null)
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{
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ReferenceObject = referenceObject;
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LatestEndTime = endTime;
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StartPosition = startPosition;
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StartTime = startTime;
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RelativeSizeAxes = Axes.Both;
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AddLayout(gridCache);
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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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beatDivisor.BindValueChanged(_ => updateSpacing());
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DistanceSpacingMultiplier = SnapProvider.DistanceSpacingMultiplier.GetBoundCopy();
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DistanceSpacingMultiplier.BindValueChanged(_ => updateSpacing(), true);
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}
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private void updateSpacing()
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{
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float distanceSpacingMultiplier = (float)DistanceSpacingMultiplier.Value;
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float beatSnapDistance = SnapProvider.GetBeatSnapDistanceAt(ReferenceObject, false);
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DistanceBetweenTicks = beatSnapDistance * distanceSpacingMultiplier;
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if (LatestEndTime == null)
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MaxIntervals = int.MaxValue;
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else
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MaxIntervals = (int)((LatestEndTime.Value - StartTime) / SnapProvider.DistanceToDuration(ReferenceObject, beatSnapDistance));
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gridCache.Invalidate();
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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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if (!gridCache.IsValid)
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{
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ClearInternal();
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CreateContent();
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gridCache.Validate();
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}
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}
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/// <summary>
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/// Creates the content which visualises the grid ticks.
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/// </summary>
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protected abstract void CreateContent();
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/// <summary>
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/// Snaps a position to this grid.
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/// </summary>
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/// <param name="position">The original position in coordinate space local to this <see cref="DistanceSnapGrid"/>.</param>
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/// <returns>A tuple containing the snapped position in coordinate space local to this <see cref="DistanceSnapGrid"/> and the respective time value.</returns>
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public abstract (Vector2 position, double time) GetSnappedPosition(Vector2 position);
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/// <summary>
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/// Retrieves the applicable colour for a beat index.
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/// </summary>
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/// <param name="placementIndex">The 0-based beat index from the point of placement.</param>
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/// <returns>The applicable colour.</returns>
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protected Color4 GetColourForIndexFromPlacement(int placementIndex)
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{
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var timingPoint = Beatmap.ControlPointInfo.TimingPointAt(StartTime);
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double beatLength = timingPoint.BeatLength / beatDivisor.Value;
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int beatIndex = (int)Math.Round((StartTime - timingPoint.Time) / beatLength);
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var colour = BindableBeatDivisor.GetColourFor(BindableBeatDivisor.GetDivisorForBeatIndex(beatIndex + placementIndex + 1, beatDivisor.Value), Colours);
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int repeatIndex = placementIndex / beatDivisor.Value;
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return colour.Opacity(0.5f / (repeatIndex + 1));
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}
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}
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}
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