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204 lines
7.8 KiB
C#
204 lines
7.8 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.Diagnostics;
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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.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
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{
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public abstract partial class EditablePath : CompositeDrawable
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{
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public int PathId => path.InvalidationID;
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public IReadOnlyList<JuiceStreamPathVertex> Vertices => path.Vertices;
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public int VertexCount => path.Vertices.Count;
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protected readonly Func<float, double> PositionToTime;
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protected IReadOnlyList<VertexState> VertexStates => vertexStates;
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private readonly JuiceStreamPath path = new JuiceStreamPath();
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// Invariant: `path.Vertices.Count == vertexStates.Count`
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private readonly List<VertexState> vertexStates = new List<VertexState>
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{
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new VertexState { IsFixed = true }
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};
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private readonly List<VertexState> previousVertexStates = new List<VertexState>();
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[Resolved]
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private IBeatSnapProvider? beatSnapProvider { get; set; }
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protected EditablePath(Func<float, double> positionToTime)
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{
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PositionToTime = positionToTime;
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Anchor = Anchor.BottomLeft;
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}
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public void UpdateFrom(ScrollingHitObjectContainer hitObjectContainer, JuiceStream hitObject)
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{
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while (path.Vertices.Count < InternalChildren.Count)
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RemoveInternal(InternalChildren[^1], true);
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while (InternalChildren.Count < path.Vertices.Count)
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AddInternal(new VertexPiece());
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double timeToYFactor = -hitObjectContainer.LengthAtTime(hitObject.StartTime, hitObject.StartTime + 1);
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for (int i = 0; i < VertexCount; i++)
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{
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var piece = (VertexPiece)InternalChildren[i];
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var vertex = path.Vertices[i];
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piece.Position = new Vector2(vertex.X, (float)(vertex.Time * timeToYFactor));
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piece.UpdateFrom(vertexStates[i]);
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}
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}
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public void InitializeFromHitObject(JuiceStream hitObject)
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{
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var sliderPath = hitObject.Path;
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path.ConvertFromSliderPath(sliderPath, hitObject.Velocity);
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// If the original slider path has non-linear type segments, resample the vertices at nested hit object times to reduce the number of vertices.
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if (sliderPath.ControlPoints.Any(p => p.Type != null && p.Type != PathType.LINEAR))
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{
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path.ResampleVertices(hitObject.NestedHitObjects
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.Skip(1).TakeWhile(h => !(h is Fruit)) // Only droplets in the first span are used.
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.Select(h => h.StartTime - hitObject.StartTime));
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}
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vertexStates.Clear();
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vertexStates.AddRange(path.Vertices.Select((_, i) => new VertexState
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{
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IsFixed = i == 0
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}));
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}
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public void UpdateHitObjectFromPath(JuiceStream hitObject)
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{
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// The SV setting may need to be changed for the current path.
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var svBindable = hitObject.SliderVelocityMultiplierBindable;
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double svToVelocityFactor = hitObject.Velocity / svBindable.Value;
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double requiredVelocity = path.ComputeRequiredVelocity();
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// The value is pre-rounded here because setting it to the bindable will rounded to the nearest value
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// but it should be always rounded up to satisfy the required minimum velocity condition.
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//
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// This is rounded to integers instead of using the precision of the bindable
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// because it results in a smaller number of non-redundant control points.
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//
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// The value is clamped here by the bindable min and max values.
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// In case the required velocity is too large, the path is not preserved.
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svBindable.Value = Math.Ceiling(requiredVelocity / svToVelocityFactor);
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path.ConvertToSliderPath(hitObject.Path, hitObject.LegacyConvertedY, hitObject.Velocity);
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if (beatSnapProvider == null) return;
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double endTime = hitObject.StartTime + path.Duration;
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double snappedEndTime = beatSnapProvider.SnapTime(endTime, hitObject.StartTime);
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hitObject.Path.ExpectedDistance.Value = (snappedEndTime - hitObject.StartTime) * hitObject.Velocity;
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}
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public Vector2 ToRelativePosition(Vector2 screenSpacePosition)
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{
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return ToLocalSpace(screenSpacePosition) - new Vector2(0, DrawHeight);
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}
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protected override bool ComputeIsMaskedAway(RectangleF maskingBounds) => false;
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protected int AddVertex(double time, float x)
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{
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int index = path.InsertVertex(time);
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path.SetVertexPosition(index, x);
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vertexStates.Insert(index, new VertexState());
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correctFixedVertexPositions();
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Debug.Assert(vertexStates.Count == VertexCount);
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return index;
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}
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protected bool RemoveVertex(int index)
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{
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if (index < 0 || index >= path.Vertices.Count)
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return false;
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if (vertexStates[index].IsFixed)
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return false;
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path.RemoveVertices((_, i) => i == index);
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vertexStates.RemoveAt(index);
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if (vertexStates.Count == 0)
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vertexStates.Add(new VertexState());
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Debug.Assert(vertexStates.Count == VertexCount);
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return true;
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}
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protected void MoveSelectedVertices(double timeDelta, float xDelta)
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{
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// Because the vertex list may be reordered due to time change, the state list must be reordered as well.
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previousVertexStates.Clear();
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previousVertexStates.AddRange(vertexStates);
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// We will recreate the path from scratch. Note that `Clear` leaves the first vertex.
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int vertexCount = VertexCount;
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path.Clear();
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vertexStates.RemoveRange(1, vertexCount - 1);
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for (int i = 1; i < vertexCount; i++)
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{
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var state = previousVertexStates[i];
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double time = state.VertexBeforeChange.Time;
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if (state.IsSelected)
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time += timeDelta;
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int newIndex = path.InsertVertex(Math.Max(0, time));
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vertexStates.Insert(newIndex, state);
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}
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// First, restore positions of the non-selected vertices.
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for (int i = 0; i < vertexCount; i++)
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{
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if (!vertexStates[i].IsSelected && !vertexStates[i].IsFixed)
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path.SetVertexPosition(i, vertexStates[i].VertexBeforeChange.X);
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}
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// Then, move the selected vertices.
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for (int i = 0; i < vertexCount; i++)
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{
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if (vertexStates[i].IsSelected && !vertexStates[i].IsFixed)
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path.SetVertexPosition(i, vertexStates[i].VertexBeforeChange.X + xDelta);
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}
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// Finally, correct the position of fixed vertices.
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correctFixedVertexPositions();
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}
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private void correctFixedVertexPositions()
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{
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for (int i = 0; i < VertexCount; i++)
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{
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if (vertexStates[i].IsFixed)
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path.SetVertexPosition(i, vertexStates[i].VertexBeforeChange.X);
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}
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}
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}
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}
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