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// 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.
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using System ;
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using System.Collections.Generic ;
using System.Linq ;
using osu.Framework.Allocation ;
using osu.Framework.Bindables ;
using osu.Framework.Graphics ;
using osu.Framework.Graphics.Shapes ;
using osu.Game.Beatmaps ;
using osu.Game.Graphics ;
using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces ;
using osu.Game.Rulesets.Objects ;
using osu.Game.Rulesets.Objects.Drawables ;
using osu.Game.Rulesets.UI.Scrolling ;
using osu.Game.Screens.Edit ;
using osuTK ;
using osuTK.Graphics ;
namespace osu.Game.Rulesets.Mania.Edit
{
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public class ManiaBeatSnapGrid : Component
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{
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/// <summary>
/// The brightness of bar lines one beat around the time range from <see cref="SetRange"/>.
/// </summary>
private const float first_beat_brightness = 0.5f ;
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[Resolved]
private IManiaHitObjectComposer composer { get ; set ; }
[Resolved]
private EditorBeatmap beatmap { get ; set ; }
[Resolved]
private IScrollingInfo scrollingInfo { get ; set ; }
[Resolved]
private Bindable < WorkingBeatmap > working { get ; set ; }
[Resolved]
private OsuColour colours { get ; set ; }
[Resolved]
private BindableBeatDivisor beatDivisor { get ; set ; }
private readonly List < Grid > grids = new List < Grid > ( ) ;
[BackgroundDependencyLoader]
private void load ( )
{
foreach ( var stage in composer . Playfield . Stages )
{
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foreach ( var column in stage . Columns )
{
var grid = new Grid ( ) ;
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grids . Add ( grid ) ;
column . UnderlayElements . Add ( grid ) ;
}
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}
beatDivisor . BindValueChanged ( _ = > createLines ( ) , true ) ;
}
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public override void Hide ( )
{
base . Hide ( ) ;
foreach ( var grid in grids )
grid . Hide ( ) ;
}
public override void Show ( )
{
base . Show ( ) ;
foreach ( var grid in grids )
grid . Show ( ) ;
}
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private void createLines ( )
{
foreach ( var grid in grids )
grid . Clear ( ) ;
for ( int i = 0 ; i < beatmap . ControlPointInfo . TimingPoints . Count ; i + + )
{
var point = beatmap . ControlPointInfo . TimingPoints [ i ] ;
var until = i + 1 < beatmap . ControlPointInfo . TimingPoints . Count ? beatmap . ControlPointInfo . TimingPoints [ i + 1 ] . Time : working . Value . Track . Length ;
int beat = 0 ;
for ( double t = point . Time ; t < until ; t + = point . BeatLength / beatDivisor . Value )
{
var indexInBeat = beat % beatDivisor . Value ;
Color4 colour ;
if ( indexInBeat = = 0 )
colour = BindableBeatDivisor . GetColourFor ( 1 , colours ) ;
else
{
var divisor = BindableBeatDivisor . GetDivisorForBeatIndex ( beat , beatDivisor . Value ) ;
colour = BindableBeatDivisor . GetColourFor ( divisor , colours ) ;
}
foreach ( var grid in grids )
grid . Add ( new DrawableGridLine ( t , colour ) ) ;
beat + + ;
}
}
}
public ( Vector2 position , double time ) ? GetSnappedPosition ( Vector2 position )
{
float minDist = float . PositiveInfinity ;
DrawableGridLine minDistLine = null ;
Vector2 minDistLinePosition = Vector2 . Zero ;
foreach ( var grid in grids )
{
foreach ( var line in grid . AliveObjects . OfType < DrawableGridLine > ( ) )
{
Vector2 linePos = line . ToSpaceOfOtherDrawable ( line . OriginPosition , this ) ;
float d = Vector2 . Distance ( position , linePos ) ;
if ( d < minDist )
{
minDist = d ;
minDistLine = line ;
minDistLinePosition = linePos ;
}
}
}
if ( minDistLine = = null )
return null ;
float noteOffset = ( scrollingInfo . Direction . Value = = ScrollingDirection . Up ? 1 : - 1 ) * DefaultNotePiece . NOTE_HEIGHT / 2 ;
return ( new Vector2 ( position . X , minDistLinePosition . Y + noteOffset ) , minDistLine . HitObject . StartTime ) ;
}
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public void SetRange ( double minTime , double maxTime )
{
if ( LoadState > = LoadState . Ready )
setRange ( minTime , maxTime ) ;
else
Schedule ( ( ) = > setRange ( minTime , maxTime ) ) ;
}
private void setRange ( double minTime , double maxTime )
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{
var linesBefore = new List < DrawableGridLine > ( ) ;
var linesDuring = new List < DrawableGridLine > ( ) ;
var linesAfter = new List < DrawableGridLine > ( ) ;
foreach ( var grid in grids )
{
linesBefore . Clear ( ) ;
linesDuring . Clear ( ) ;
linesAfter . Clear ( ) ;
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foreach ( var line in grid . Objects . OfType < DrawableGridLine > ( ) )
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{
if ( line . HitObject . StartTime < minTime )
linesBefore . Add ( line ) ;
else if ( line . HitObject . StartTime < = maxTime )
linesDuring . Add ( line ) ;
else
linesAfter . Add ( line ) ;
}
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// Snapping will always happen on one of the two lines around minTime (the "target" line).
// One of those lines may exist in linesBefore and the other may exist in linesAfter, depending on whether such a line exists, and the target changes when the mid-point is crossed.
// For display purposes, one complete beat is shown at the maximum brightness such that the target line should always be bright.
bool targetLineIsLastLineBefore = false ;
if ( linesBefore . Count > 0 & & linesAfter . Count > 0 )
targetLineIsLastLineBefore = Math . Abs ( linesBefore [ ^ 1 ] . HitObject . StartTime - minTime ) < = Math . Abs ( linesAfter [ 0 ] . HitObject . StartTime - minTime ) ;
else if ( linesBefore . Count > 0 )
targetLineIsLastLineBefore = true ;
if ( targetLineIsLastLineBefore )
{
// Move the last line before to linesDuring
linesDuring . Insert ( 0 , linesBefore [ ^ 1 ] ) ;
linesBefore . RemoveAt ( linesBefore . Count - 1 ) ;
}
else if ( linesAfter . Count > 0 ) // = false does not guarantee that a line after exists (maybe at the bottom of the screen)
{
// Move the first line after to linesDuring
linesDuring . Insert ( 0 , linesAfter [ 0 ] ) ;
linesAfter . RemoveAt ( 0 ) ;
}
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// Grays are used rather than transparency since the lines appear on a coloured mania playfield.
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foreach ( var l in linesDuring )
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l . Colour = OsuColour . Gray ( first_beat_brightness ) ;
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for ( int i = 0 ; i < linesBefore . Count ; i + + )
{
int offset = ( linesBefore . Count - i - 1 ) / beatDivisor . Value ;
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linesBefore [ i ] . Colour = OsuColour . Gray ( first_beat_brightness / ( offset + 1 ) ) ;
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}
for ( int i = 0 ; i < linesAfter . Count ; i + + )
{
int offset = i / beatDivisor . Value ;
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linesAfter [ i ] . Colour = OsuColour . Gray ( first_beat_brightness / ( offset + 1 ) ) ;
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}
}
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}
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private class Grid : ScrollingHitObjectContainer
{
[Resolved]
private IManiaHitObjectComposer composer { get ; set ; }
protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
Clock = composer . Playfield . Clock ;
}
}
private class DrawableGridLine : DrawableHitObject
{
[Resolved]
private IScrollingInfo scrollingInfo { get ; set ; }
private readonly IBindable < ScrollingDirection > direction = new Bindable < ScrollingDirection > ( ) ;
public DrawableGridLine ( double startTime , Color4 colour )
: base ( new HitObject { StartTime = startTime } )
{
RelativeSizeAxes = Axes . X ;
Height = 2 ;
AddInternal ( new Box
{
RelativeSizeAxes = Axes . Both ,
Colour = colour
} ) ;
}
[BackgroundDependencyLoader]
private void load ( )
{
direction . BindTo ( scrollingInfo . Direction ) ;
direction . BindValueChanged ( onDirectionChanged , true ) ;
}
private void onDirectionChanged ( ValueChangedEvent < ScrollingDirection > direction )
{
Origin = Anchor = direction . NewValue = = ScrollingDirection . Up
? Anchor . TopLeft
: Anchor . BottomLeft ;
}
protected override void UpdateStateTransforms ( ArmedState state )
{
using ( BeginAbsoluteSequence ( HitObject . StartTime + 1000 ) )
this . FadeOut ( ) ;
}
}
}
}