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166 lines
6.7 KiB
C#
166 lines
6.7 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.Allocation;
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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.Shapes;
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using osu.Framework.Graphics.UserInterface;
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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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public abstract partial class CircularDistanceSnapGrid : DistanceSnapGrid
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{
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[Resolved]
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private EditorClock editorClock { get; set; } = null!;
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protected CircularDistanceSnapGrid(HitObject referenceObject, Vector2 startPosition, double startTime, double? endTime = null)
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: base(referenceObject, 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, DistanceBetweenTicks * 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, DistanceBetweenTicks * 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 / DistanceBetweenTicks));
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// We need to offset the drawn lines to the next valid snap for the currently selected divisor.
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//
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// Picture the scenario where the user has just placed an object on a 1/2 snap, then changes to
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// 1/3 snap and expects to be able to place the next object on a valid 1/3 snap, regardless of the
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// fact that the 1/2 snap reference object is not valid for 1/3 snapping.
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float offset = SnapProvider.FindSnappedDistance(ReferenceObject, 0);
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for (int i = 0; i < requiredCircles; i++)
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{
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const float thickness = 4;
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float diameter = (offset + (i + 1) * DistanceBetweenTicks + thickness / 2) * 2;
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AddInternal(new Ring(ReferenceObject, GetColourForIndexFromPlacement(i))
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{
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Position = StartPosition,
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Origin = Anchor.Centre,
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Size = new Vector2(diameter),
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InnerRadius = thickness * 1f / diameter,
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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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// This grid implementation factors in the user's distance spacing specification,
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// which is usually not considered by an `IDistanceSnapProvider`.
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float distanceSpacingMultiplier = (float)DistanceSpacingMultiplier.Value;
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Vector2 travelVector = (position - StartPosition);
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// We need a non-zero travel vector in order to find a valid direction.
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if (travelVector == Vector2.Zero)
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travelVector = new Vector2(0, -1);
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float travelLength = travelVector.Length;
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// FindSnappedDistance will always round down, but we want to potentially round upwards.
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travelLength += DistanceBetweenTicks / 2;
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// We never want to snap towards zero.
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if (travelLength < DistanceBetweenTicks)
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travelLength = DistanceBetweenTicks;
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float snappedDistance = LimitedDistanceSnap.Value
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? SnapProvider.DurationToDistance(ReferenceObject, editorClock.CurrentTime - ReferenceObject.GetEndTime())
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// When interacting with the resolved snap provider, the distance spacing multiplier should first be removed
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// to allow for snapping at a non-multiplied ratio.
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: SnapProvider.FindSnappedDistance(ReferenceObject, travelLength / distanceSpacingMultiplier);
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double snappedTime = StartTime + SnapProvider.DistanceToDuration(ReferenceObject, snappedDistance);
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if (snappedTime > LatestEndTime)
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{
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double tickLength = Beatmap.GetBeatLengthAtTime(StartTime);
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snappedDistance = SnapProvider.DurationToDistance(ReferenceObject, MaxIntervals * tickLength);
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snappedTime = StartTime + SnapProvider.DistanceToDuration(ReferenceObject, snappedDistance);
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}
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// The multiplier can then be reapplied to the final position.
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Vector2 snappedPosition = StartPosition + travelVector.Normalized() * snappedDistance * distanceSpacingMultiplier;
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return (snappedPosition, snappedTime);
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}
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private partial class Ring : CircularProgress
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{
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[Resolved]
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private IDistanceSnapProvider snapProvider { get; set; } = null!;
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[Resolved]
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private EditorClock? editorClock { get; set; }
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private readonly HitObject referenceObject;
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private readonly Color4 baseColour;
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public Ring(HitObject referenceObject, Color4 baseColour)
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{
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this.referenceObject = referenceObject;
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Colour = this.baseColour = baseColour;
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Current.Value = 1;
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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 (editorClock == null)
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return;
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float distanceSpacingMultiplier = (float)snapProvider.DistanceSpacingMultiplier.Value;
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double timeFromReferencePoint = editorClock.CurrentTime - referenceObject.GetEndTime();
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float distanceForCurrentTime = snapProvider.DurationToDistance(referenceObject, timeFromReferencePoint)
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* distanceSpacingMultiplier;
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float timeBasedAlpha = 1 - Math.Clamp(Math.Abs(distanceForCurrentTime - Size.X / 2) / 30, 0, 1);
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Colour = baseColour.Opacity(Math.Max(baseColour.A, timeBasedAlpha));
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}
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}
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}
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}
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