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f443cfb93e
Until now, these were haphazardly enforce inline in blueprint implementations. The only thing stopping complete breakage is that `EndPlacement` wasn't called (too much) from outside the blueprint, leaving them responsible for their own placement. By moving this conditional out of the provided paramters to `EndPlacement`, it allows more flexible usage of that method externally. Coming in a future PR.
133 lines
4.2 KiB
C#
133 lines
4.2 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 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.Game.Rulesets.Catch.Edit.Blueprints.Components;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Edit;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Catch.Edit.Blueprints
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{
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public partial class JuiceStreamPlacementBlueprint : CatchPlacementBlueprint<JuiceStream>
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{
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private readonly ScrollingPath scrollingPath;
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private readonly NestedOutlineContainer nestedOutlineContainer;
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private readonly PlacementEditablePath editablePath;
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private int lastEditablePathId = -1;
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private InputManager inputManager = null!;
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protected override bool IsValidForPlacement => HitObject.Duration > 0;
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public JuiceStreamPlacementBlueprint()
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{
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InternalChildren = new Drawable[]
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{
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scrollingPath = new ScrollingPath(),
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nestedOutlineContainer = new NestedOutlineContainer(),
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editablePath = new PlacementEditablePath(positionToTime)
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};
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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 (PlacementActive == PlacementState.Active)
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editablePath.UpdateFrom(HitObjectContainer, HitObject);
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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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BeginPlacement();
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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switch (PlacementActive)
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{
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case PlacementState.Waiting:
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if (e.Button != MouseButton.Left) break;
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editablePath.AddNewVertex();
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BeginPlacement(true);
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return true;
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case PlacementState.Active:
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switch (e.Button)
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{
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case MouseButton.Left:
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editablePath.AddNewVertex();
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return true;
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case MouseButton.Right:
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EndPlacement(true);
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return true;
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}
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break;
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}
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return base.OnMouseDown(e);
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}
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public override void UpdateTimeAndPosition(SnapResult result)
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{
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switch (PlacementActive)
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{
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case PlacementState.Waiting:
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if (!(result.Time is double snappedTime)) return;
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HitObject.OriginalX = ToLocalSpace(result.ScreenSpacePosition).X;
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HitObject.StartTime = snappedTime;
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break;
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case PlacementState.Active:
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Vector2 unsnappedPosition = inputManager.CurrentState.Mouse.Position;
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editablePath.MoveLastVertex(unsnappedPosition);
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break;
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default:
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return;
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}
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// Make sure the up-to-date position is used for outlines.
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Vector2 startPosition = CatchHitObjectUtils.GetStartPosition(HitObjectContainer, HitObject);
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editablePath.Position = nestedOutlineContainer.Position = scrollingPath.Position = startPosition;
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updateHitObjectFromPath();
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}
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private void updateHitObjectFromPath()
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{
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if (lastEditablePathId == editablePath.PathId)
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return;
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editablePath.UpdateHitObjectFromPath(HitObject);
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ApplyDefaultsToHitObject();
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scrollingPath.UpdatePathFrom(HitObjectContainer, HitObject);
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nestedOutlineContainer.UpdateNestedObjectsFrom(HitObjectContainer, HitObject);
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lastEditablePathId = editablePath.PathId;
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}
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private double positionToTime(float relativeYPosition)
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{
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double time = HitObjectContainer.TimeAtPosition(relativeYPosition, HitObject.StartTime);
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return time - HitObject.StartTime;
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}
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}
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}
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