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88 lines
3.7 KiB
C#
88 lines
3.7 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 osu.Game.Beatmaps;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Mania.Objects;
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Screens.Edit.Compose.Components;
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using osuTK;
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namespace osu.Game.Rulesets.Mania.Edit
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{
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[Cached(Type = typeof(IManiaHitObjectComposer))]
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public class ManiaHitObjectComposer : HitObjectComposer<ManiaHitObject>, IManiaHitObjectComposer
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{
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private DrawableManiaEditRuleset drawableRuleset;
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public ManiaHitObjectComposer(Ruleset ruleset)
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: base(ruleset)
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{
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}
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/// <summary>
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/// Retrieves the column that intersects a screen-space position.
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/// </summary>
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/// <param name="screenSpacePosition">The screen-space position.</param>
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/// <returns>The column which intersects with <paramref name="screenSpacePosition"/>.</returns>
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public Column ColumnAt(Vector2 screenSpacePosition) => drawableRuleset.GetColumnByPosition(screenSpacePosition);
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private DependencyContainer dependencies;
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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=> dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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public ManiaPlayfield Playfield => ((ManiaPlayfield)drawableRuleset.Playfield);
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public IScrollingInfo ScrollingInfo => drawableRuleset.ScrollingInfo;
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public int TotalColumns => Playfield.TotalColumns;
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public override SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition)
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{
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var hoc = Playfield.GetColumn(0).HitObjectContainer;
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Vector2 targetPosition = hoc.ToLocalSpace(screenSpacePosition);
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if (drawableRuleset.ScrollingInfo.Direction.Value == ScrollingDirection.Down)
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{
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// We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
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// The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position,
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// so when scrolling downwards the coordinates need to be flipped.
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targetPosition.Y = hoc.DrawHeight - targetPosition.Y;
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}
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double targetTime = drawableRuleset.ScrollingInfo.Algorithm.TimeAt(targetPosition.Y,
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EditorClock.CurrentTime,
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drawableRuleset.ScrollingInfo.TimeRange.Value,
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hoc.DrawHeight);
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return new SnapResult(screenSpacePosition, targetTime);
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}
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protected override DrawableRuleset<ManiaHitObject> CreateDrawableRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
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{
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drawableRuleset = new DrawableManiaEditRuleset(ruleset, beatmap, mods);
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// This is the earliest we can cache the scrolling info to ourselves, before masks are added to the hierarchy and inject it
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dependencies.CacheAs(drawableRuleset.ScrollingInfo);
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return drawableRuleset;
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}
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protected override ComposeBlueprintContainer CreateBlueprintContainer() => new ManiaBlueprintContainer(drawableRuleset.Playfield.AllHitObjects);
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protected override IReadOnlyList<HitObjectCompositionTool> CompositionTools => new HitObjectCompositionTool[]
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{
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new NoteCompositionTool(),
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new HoldNoteCompositionTool()
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};
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}
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}
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