mirror of
https://github.com/ppy/osu.git
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29daabb40a
Now matches timeline colours (based on timing point).
86 lines
3.2 KiB
C#
86 lines
3.2 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 osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
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using osuTK;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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public abstract class CircularDistanceSnapGrid : DistanceSnapGrid
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{
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protected CircularDistanceSnapGrid(Vector2 startPosition, double startTime, double? endTime = null)
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: base(startPosition, startTime, endTime)
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{
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}
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protected override void CreateContent()
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{
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const float crosshair_thickness = 1;
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const float crosshair_max_size = 10;
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AddRangeInternal(new[]
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{
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new Box
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{
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Origin = Anchor.Centre,
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Position = StartPosition,
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Width = crosshair_thickness,
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EdgeSmoothness = new Vector2(1),
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Height = Math.Min(crosshair_max_size, DistanceSpacing * 2),
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},
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new Box
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{
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Origin = Anchor.Centre,
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Position = StartPosition,
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EdgeSmoothness = new Vector2(1),
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Width = Math.Min(crosshair_max_size, DistanceSpacing * 2),
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Height = crosshair_thickness,
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}
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});
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float dx = Math.Max(StartPosition.X, DrawWidth - StartPosition.X);
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float dy = Math.Max(StartPosition.Y, DrawHeight - StartPosition.Y);
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float maxDistance = new Vector2(dx, dy).Length;
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int requiredCircles = Math.Min(MaxIntervals, (int)(maxDistance / DistanceSpacing));
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for (int i = 0; i < requiredCircles; i++)
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{
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float radius = (i + 1) * DistanceSpacing * 2;
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AddInternal(new CircularProgress
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{
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Origin = Anchor.Centre,
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Position = StartPosition,
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Current = { Value = 1 },
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Size = new Vector2(radius),
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InnerRadius = 4 * 1f / radius,
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Colour = GetColourForIndexFromPlacement(i)
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});
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}
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}
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public override (Vector2 position, double time) GetSnappedPosition(Vector2 position)
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{
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if (MaxIntervals == 0)
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return (StartPosition, StartTime);
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Vector2 direction = position - StartPosition;
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if (direction == Vector2.Zero)
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direction = new Vector2(0.001f, 0.001f);
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float distance = direction.Length;
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float radius = DistanceSpacing;
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int radialCount = Math.Clamp((int)MathF.Round(distance / radius), 1, MaxIntervals);
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Vector2 normalisedDirection = direction * new Vector2(1f / distance);
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Vector2 snappedPosition = StartPosition + normalisedDirection * radialCount * radius;
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return (snappedPosition, StartTime + SnapProvider.GetSnappedDurationFromDistance(StartTime, (snappedPosition - StartPosition).Length));
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}
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}
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}
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