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osu-lazer/osu.Game/Screens/Edit/Compose/Components/CircularBeatSnapGrid.cs
2019-10-11 18:41:17 +09:00

64 lines
2.1 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Graphics;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Rulesets.Objects;
using osuTK;
namespace osu.Game.Screens.Edit.Compose.Components
{
public abstract class CircularBeatSnapGrid : BeatSnapGrid
{
protected CircularBeatSnapGrid(HitObject hitObject, Vector2 centrePosition)
: base(hitObject, centrePosition)
{
}
protected override void CreateContent(Vector2 centrePosition)
{
float maxDistance = Math.Max(
Vector2.Distance(centrePosition, Vector2.Zero),
Math.Max(
Vector2.Distance(centrePosition, new Vector2(DrawWidth, 0)),
Math.Max(
Vector2.Distance(centrePosition, new Vector2(0, DrawHeight)),
Vector2.Distance(centrePosition, DrawSize))));
int requiredCircles = (int)(maxDistance / DistanceSpacing);
for (int i = 0; i < requiredCircles; i++)
{
float radius = (i + 1) * DistanceSpacing * 2;
AddInternal(new CircularProgress
{
Origin = Anchor.Centre,
Position = centrePosition,
Current = { Value = 1 },
Size = new Vector2(radius),
InnerRadius = 4 * 1f / radius,
Colour = GetColourForBeatIndex(i)
});
}
}
public override Vector2 GetSnapPosition(Vector2 position)
{
Vector2 direction = position - CentrePosition;
float distance = direction.Length;
float radius = DistanceSpacing;
int radialCount = Math.Max(1, (int)Math.Round(distance / radius));
if (radialCount <= 0)
return position;
Vector2 normalisedDirection = direction * new Vector2(1f / distance);
return CentrePosition + normalisedDirection * radialCount * radius;
}
}
}