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157 lines
5.4 KiB
C#
157 lines
5.4 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 JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Caching;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics;
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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 osuTK;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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/// <summary>
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/// A grid which takes user input and returns a quantized ("snapped") position and time.
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/// </summary>
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public abstract class DistanceSnapGrid : CompositeDrawable
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{
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/// <summary>
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/// The spacing between each tick of the beat snapping grid.
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/// </summary>
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protected float DistanceSpacing { get; private set; }
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/// <summary>
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/// The snapping time at <see cref="CentrePosition"/>.
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/// </summary>
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protected double StartTime { get; private set; }
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/// <summary>
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/// The maximum number of distance snapping intervals allowed.
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/// </summary>
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protected int MaxIntervals { get; private set; }
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/// <summary>
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/// The position which the grid is centred on.
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/// The first beat snapping tick is located at <see cref="CentrePosition"/> + <see cref="DistanceSpacing"/> in the desired direction.
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/// </summary>
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protected readonly Vector2 CentrePosition;
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[Resolved]
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protected OsuColour Colours { get; private set; }
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[Resolved]
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protected IDistanceSnapProvider SnapProvider { get; private set; }
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[Resolved]
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private IEditorBeatmap beatmap { get; set; }
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[Resolved]
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private BindableBeatDivisor beatDivisor { get; set; }
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private readonly Cached gridCache = new Cached();
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private readonly HitObject hitObject;
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private readonly HitObject nextHitObject;
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protected DistanceSnapGrid(HitObject hitObject, [CanBeNull] HitObject nextHitObject, Vector2 centrePosition)
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{
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this.hitObject = hitObject;
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this.nextHitObject = nextHitObject;
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CentrePosition = centrePosition;
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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StartTime = (hitObject as IHasEndTime)?.EndTime ?? hitObject.StartTime;
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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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beatDivisor.BindValueChanged(_ => updateSpacing(), true);
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}
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private void updateSpacing()
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{
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DistanceSpacing = SnapProvider.GetBeatSnapDistanceAt(StartTime);
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if (nextHitObject == null)
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MaxIntervals = int.MaxValue;
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else
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{
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// +1 is added since a snapped hitobject may have its start time slightly less than the snapped time due to floating point errors
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double maxDuration = nextHitObject.StartTime - StartTime + 1;
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MaxIntervals = (int)(maxDuration / SnapProvider.DistanceToDuration(StartTime, DistanceSpacing));
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}
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gridCache.Invalidate();
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}
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public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true)
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{
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if ((invalidation & Invalidation.RequiredParentSizeToFit) > 0)
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gridCache.Invalidate();
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return base.Invalidate(invalidation, source, shallPropagate);
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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 (!gridCache.IsValid)
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{
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ClearInternal();
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CreateContent(CentrePosition);
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gridCache.Validate();
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}
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}
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/// <summary>
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/// Creates the content which visualises the grid ticks.
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/// </summary>
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protected abstract void CreateContent(Vector2 centrePosition);
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/// <summary>
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/// Snaps a position to this grid.
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/// </summary>
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/// <param name="position">The original position in coordinate space local to this <see cref="DistanceSnapGrid"/>.</param>
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/// <returns>A tuple containing the snapped position in coordinate space local to this <see cref="DistanceSnapGrid"/> and the respective time value.</returns>
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public abstract (Vector2 position, double time) GetSnappedPosition(Vector2 position);
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/// <summary>
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/// Retrieves the applicable colour for a beat index.
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/// </summary>
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/// <param name="index">The 0-based beat index.</param>
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/// <returns>The applicable colour.</returns>
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protected ColourInfo GetColourForBeatIndex(int index)
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{
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int beat = (index + 1) % beatDivisor.Value;
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ColourInfo colour = Colours.Gray5;
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for (int i = 0; i < BindableBeatDivisor.VALID_DIVISORS.Length; i++)
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{
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int divisor = BindableBeatDivisor.VALID_DIVISORS[i];
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if ((beat * divisor) % beatDivisor.Value == 0)
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{
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colour = BindableBeatDivisor.GetColourFor(divisor, Colours);
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break;
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}
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}
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int repeatIndex = index / beatDivisor.Value;
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return colour.MultiplyAlpha(0.5f / (repeatIndex + 1));
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}
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}
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}
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