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6dcd9427ac
This is quite a breaking change, but I think it is beneficial due to the large amount of usage of this class. I originally intended just to remove the allocations of the two delegates handling the `Changed` flow internally, but as nothing was really using the bindables for anything more than a general "point has changed" case, this felt like a better direction.
78 lines
2.4 KiB
C#
78 lines
2.4 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.Bindables;
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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.Lines;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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{
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/// <summary>
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/// A visualisation of the line between two <see cref="PathControlPointPiece"/>s.
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/// </summary>
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public class PathControlPointConnectionPiece : CompositeDrawable
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{
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public readonly PathControlPoint ControlPoint;
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private readonly Path path;
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private readonly Slider slider;
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public int ControlPointIndex { get; set; }
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private IBindable<Vector2> sliderPosition;
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private IBindable<int> pathVersion;
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public PathControlPointConnectionPiece(Slider slider, int controlPointIndex)
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{
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this.slider = slider;
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ControlPointIndex = controlPointIndex;
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Origin = Anchor.Centre;
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AutoSizeAxes = Axes.Both;
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ControlPoint = slider.Path.ControlPoints[controlPointIndex];
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InternalChild = path = new SmoothPath
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{
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Anchor = Anchor.Centre,
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PathRadius = 1
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};
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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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sliderPosition = slider.PositionBindable.GetBoundCopy();
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sliderPosition.BindValueChanged(_ => updateConnectingPath());
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pathVersion = slider.Path.Version.GetBoundCopy();
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pathVersion.BindValueChanged(_ => updateConnectingPath());
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updateConnectingPath();
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}
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/// <summary>
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/// Updates the path connecting this control point to the next one.
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/// </summary>
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private void updateConnectingPath()
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{
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Position = slider.StackedPosition + ControlPoint.Position;
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path.ClearVertices();
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int nextIndex = ControlPointIndex + 1;
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if (nextIndex == 0 || nextIndex >= slider.Path.ControlPoints.Count)
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return;
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path.AddVertex(Vector2.Zero);
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path.AddVertex(slider.Path.ControlPoints[nextIndex].Position - ControlPoint.Position);
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path.OriginPosition = path.PositionInBoundingBox(Vector2.Zero);
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}
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}
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}
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