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95b12082ae
This will cause freehand drawing to respect distance snap, instead changing the drawn path to start from the sliders start position and "snap" in a linear fashion to the cursor position from the position indicated by distance snap
362 lines
13 KiB
C#
362 lines
13 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.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Framework.Input.Events;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Screens.Edit;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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{
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public partial class SliderPlacementBlueprint : PlacementBlueprint
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{
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public new Slider HitObject => (Slider)base.HitObject;
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private SliderBodyPiece bodyPiece;
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private HitCirclePiece headCirclePiece;
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private HitCirclePiece tailCirclePiece;
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private PathControlPointVisualiser<Slider> controlPointVisualiser;
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private InputManager inputManager;
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private SliderPlacementState state;
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private PathControlPoint segmentStart;
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private PathControlPoint cursor;
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private int currentSegmentLength;
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[Resolved(CanBeNull = true)]
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private IPositionSnapProvider positionSnapProvider { get; set; }
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[Resolved(CanBeNull = true)]
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private IDistanceSnapProvider distanceSnapProvider { get; set; }
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[Resolved(CanBeNull = true)]
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private FreehandSliderToolboxGroup freehandToolboxGroup { get; set; }
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private readonly IncrementalBSplineBuilder bSplineBuilder = new IncrementalBSplineBuilder();
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protected override bool IsValidForPlacement => HitObject.Path.HasValidLength;
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public SliderPlacementBlueprint()
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: base(new Slider())
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{
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RelativeSizeAxes = Axes.Both;
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HitObject.Path.ControlPoints.Add(segmentStart = new PathControlPoint(Vector2.Zero, PathType.LINEAR));
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currentSegmentLength = 1;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChildren = new Drawable[]
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{
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bodyPiece = new SliderBodyPiece(),
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headCirclePiece = new HitCirclePiece(),
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tailCirclePiece = new HitCirclePiece(),
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controlPointVisualiser = new PathControlPointVisualiser<Slider>(HitObject, false)
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};
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state = SliderPlacementState.Initial;
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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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inputManager = GetContainingInputManager();
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if (freehandToolboxGroup != null)
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{
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freehandToolboxGroup.Tolerance.BindValueChanged(e =>
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{
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bSplineBuilder.Tolerance = e.NewValue;
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Scheduler.AddOnce(updateSliderPathFromBSplineBuilder);
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}, true);
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freehandToolboxGroup.CornerThreshold.BindValueChanged(e =>
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{
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bSplineBuilder.CornerThreshold = e.NewValue;
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Scheduler.AddOnce(updateSliderPathFromBSplineBuilder);
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}, true);
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}
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}
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[Resolved]
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private EditorBeatmap editorBeatmap { get; set; }
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public override void UpdateTimeAndPosition(SnapResult result)
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{
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base.UpdateTimeAndPosition(result);
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switch (state)
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{
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case SliderPlacementState.Initial:
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BeginPlacement();
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double? nearestSliderVelocity = (editorBeatmap
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.HitObjects
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.LastOrDefault(h => h is Slider && h.GetEndTime() < HitObject.StartTime) as Slider)?.SliderVelocityMultiplier;
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HitObject.SliderVelocityMultiplier = nearestSliderVelocity ?? 1;
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HitObject.Position = ToLocalSpace(result.ScreenSpacePosition);
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// Replacing the DifficultyControlPoint above doesn't trigger any kind of invalidation.
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// Without re-applying defaults, velocity won't be updated.
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ApplyDefaultsToHitObject();
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break;
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case SliderPlacementState.ControlPoints:
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updateCursor();
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break;
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}
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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if (e.Button != MouseButton.Left)
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return base.OnMouseDown(e);
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switch (state)
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{
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case SliderPlacementState.Initial:
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beginCurve();
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break;
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case SliderPlacementState.ControlPoints:
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if (canPlaceNewControlPoint(out var lastPoint))
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{
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// Place a new point by detatching the current cursor.
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updateCursor();
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cursor = null;
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}
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else
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{
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// Transform the last point into a new segment.
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Debug.Assert(lastPoint != null);
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segmentStart = lastPoint;
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segmentStart.Type = PathType.LINEAR;
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currentSegmentLength = 1;
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}
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break;
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}
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return true;
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}
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protected override bool OnDragStart(DragStartEvent e)
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{
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if (e.Button != MouseButton.Left)
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return base.OnDragStart(e);
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if (state != SliderPlacementState.ControlPoints)
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return base.OnDragStart(e);
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// Only enter drawing mode if no additional control points have been placed.
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int controlPointCount = HitObject.Path.ControlPoints.Count;
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if (controlPointCount > 2 || (controlPointCount == 2 && HitObject.Path.ControlPoints.Last() != cursor))
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return base.OnDragStart(e);
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bSplineBuilder.AddLinearPoint(Vector2.Zero);
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bSplineBuilder.AddLinearPoint(ToLocalSpace(e.ScreenSpaceMouseDownPosition) - HitObject.Position);
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state = SliderPlacementState.Drawing;
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return true;
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}
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protected override void OnDrag(DragEvent e)
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{
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base.OnDrag(e);
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if (state == SliderPlacementState.Drawing)
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{
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bSplineBuilder.AddLinearPoint(ToLocalSpace(e.ScreenSpaceMousePosition) - HitObject.Position);
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Scheduler.AddOnce(updateSliderPathFromBSplineBuilder);
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}
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}
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protected override void OnDragEnd(DragEndEvent e)
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{
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base.OnDragEnd(e);
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if (state == SliderPlacementState.Drawing)
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endCurve();
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}
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protected override void OnMouseUp(MouseUpEvent e)
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{
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if (state == SliderPlacementState.ControlPoints && e.Button == MouseButton.Right)
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endCurve();
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base.OnMouseUp(e);
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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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updateSlider();
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// Maintain the path type in case it got defaulted to bezier at some point during the drag.
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updatePathType();
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}
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private void beginCurve()
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{
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BeginPlacement(commitStart: true);
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state = SliderPlacementState.ControlPoints;
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}
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private void endCurve()
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{
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updateSlider();
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EndPlacement(true);
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}
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private void updatePathType()
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{
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if (state == SliderPlacementState.Drawing)
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{
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segmentStart.Type = PathType.BSpline(3);
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return;
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}
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switch (currentSegmentLength)
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{
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case 1:
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case 2:
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segmentStart.Type = PathType.LINEAR;
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break;
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case 3:
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segmentStart.Type = PathType.PERFECT_CURVE;
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break;
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default:
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segmentStart.Type = PathType.BEZIER;
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break;
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}
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}
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private void updateCursor()
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{
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if (canPlaceNewControlPoint(out _))
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{
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// The cursor does not overlap a previous control point, so it can be added if not already existing.
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if (cursor == null)
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{
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HitObject.Path.ControlPoints.Add(cursor = new PathControlPoint { Position = Vector2.Zero });
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// The path type should be adjusted in the progression of updatePathType() (LINEAR -> PC -> BEZIER).
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currentSegmentLength++;
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updatePathType();
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}
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// Update the cursor position.
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var result = positionSnapProvider?.FindSnappedPositionAndTime(inputManager.CurrentState.Mouse.Position, state == SliderPlacementState.ControlPoints ? SnapType.GlobalGrids : SnapType.All);
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cursor.Position = ToLocalSpace(result?.ScreenSpacePosition ?? inputManager.CurrentState.Mouse.Position) - HitObject.Position;
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}
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else if (cursor != null)
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{
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// The cursor overlaps a previous control point, so it's removed.
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HitObject.Path.ControlPoints.Remove(cursor);
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cursor = null;
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// The path type should be adjusted in the reverse progression of updatePathType() (BEZIER -> PC -> LINEAR).
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currentSegmentLength--;
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updatePathType();
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}
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}
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/// <summary>
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/// Whether a new control point can be placed at the current mouse position.
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/// </summary>
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/// <param name="lastPoint">The last-placed control point. May be null, but is not null if <c>false</c> is returned.</param>
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/// <returns>Whether a new control point can be placed at the current position.</returns>
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private bool canPlaceNewControlPoint([CanBeNull] out PathControlPoint lastPoint)
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{
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// We cannot rely on the ordering of drawable pieces, so find the respective drawable piece by searching for the last non-cursor control point.
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var last = HitObject.Path.ControlPoints.LastOrDefault(p => p != cursor);
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var lastPiece = controlPointVisualiser.Pieces.Single(p => p.ControlPoint == last);
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lastPoint = last;
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return lastPiece.IsHovered != true;
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}
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private void updateSlider()
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{
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HitObject.Path.ExpectedDistance.Value = distanceSnapProvider?.FindSnappedDistance(HitObject, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance;
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bodyPiece.UpdateFrom(HitObject);
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headCirclePiece.UpdateFrom(HitObject.HeadCircle);
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tailCirclePiece.UpdateFrom(HitObject.TailCircle);
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}
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private void updateSliderPathFromBSplineBuilder()
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{
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IReadOnlyList<Vector2> builderPoints = bSplineBuilder.ControlPoints;
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if (builderPoints.Count == 0)
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return;
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int lastSegmentStart = 0;
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PathType? lastPathType = null;
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HitObject.Path.ControlPoints.Clear();
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// Iterate through generated points, finding each segment and adding non-inheriting path types where appropriate.
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// Importantly, the B-Spline builder returns three Vector2s at the same location when a new segment is to be started.
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for (int i = 0; i < builderPoints.Count; i++)
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{
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bool isLastPoint = i == builderPoints.Count - 1;
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bool isNewSegment = i < builderPoints.Count - 2 && builderPoints[i] == builderPoints[i + 1] && builderPoints[i] == builderPoints[i + 2];
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if (isNewSegment || isLastPoint)
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{
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int pointsInSegment = i - lastSegmentStart;
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// Where possible, we can use the simpler LINEAR path type.
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PathType? pathType = pointsInSegment == 1 ? PathType.LINEAR : PathType.BSpline(3);
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// Linear segments can be combined, as two adjacent linear sections are computationally the same as one with the points combined.
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if (lastPathType == pathType && lastPathType == PathType.LINEAR)
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pathType = null;
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HitObject.Path.ControlPoints.Add(new PathControlPoint(builderPoints[lastSegmentStart], pathType));
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for (int j = lastSegmentStart + 1; j < i; j++)
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HitObject.Path.ControlPoints.Add(new PathControlPoint(builderPoints[j]));
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if (isLastPoint)
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HitObject.Path.ControlPoints.Add(new PathControlPoint(builderPoints[i]));
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// Skip the redundant duplicated points (see isNewSegment above) which have been coalesced into a path type.
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lastSegmentStart = (i += 2);
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if (pathType != null) lastPathType = pathType;
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}
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}
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}
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private enum SliderPlacementState
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{
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Initial,
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ControlPoints,
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Drawing
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}
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}
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}
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