mirror of https://github.com/ppy/osu
181 lines
5.6 KiB
C#
181 lines
5.6 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 System;
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using System.Collections.Generic;
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using System.Linq;
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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.Shapes;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Catch.UI;
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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.Drawables;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Screens.Edit;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Catch.Edit
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{
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/// <summary>
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/// A grid which displays coloured beat divisor lines in proximity to the selection or placement cursor.
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/// </summary>
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/// <remarks>
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/// This class heavily borrows from osu!mania's implementation (ManiaBeatSnapGrid).
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/// If further changes are to be made, they should also be applied there.
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/// If the scale of the changes are large enough, abstracting may be a good path.
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/// </remarks>
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public partial class CatchBeatSnapGrid : Component
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{
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private const double visible_range = 750;
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/// <summary>
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/// The range of time values of the current selection.
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/// </summary>
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public (double start, double end)? SelectionTimeRange
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{
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set
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{
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if (value == selectionTimeRange)
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return;
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selectionTimeRange = value;
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lineCache.Invalidate();
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}
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}
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[Resolved]
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private EditorBeatmap beatmap { get; set; } = null!;
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[Resolved]
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private OsuColour colours { get; set; } = null!;
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[Resolved]
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private BindableBeatDivisor beatDivisor { get; set; } = null!;
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private readonly Cached lineCache = new Cached();
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private (double start, double end)? selectionTimeRange;
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private ScrollingHitObjectContainer lineContainer = null!;
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[BackgroundDependencyLoader]
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private void load(HitObjectComposer composer)
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{
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lineContainer = new ScrollingHitObjectContainer();
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((CatchPlayfield)composer.Playfield).UnderlayElements.Add(lineContainer);
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beatDivisor.BindValueChanged(_ => createLines(), true);
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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 (!lineCache.IsValid)
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{
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lineCache.Validate();
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createLines();
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}
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}
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private readonly Stack<DrawableGridLine> availableLines = new Stack<DrawableGridLine>();
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private void createLines()
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{
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foreach (var line in lineContainer.Objects.OfType<DrawableGridLine>())
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availableLines.Push(line);
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lineContainer.Clear();
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if (selectionTimeRange == null)
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return;
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var range = selectionTimeRange.Value;
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var timingPoint = beatmap.ControlPointInfo.TimingPointAt(range.start - visible_range);
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double time = timingPoint.Time;
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int beat = 0;
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// progress time until in the visible range.
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while (time < range.start - visible_range)
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{
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time += timingPoint.BeatLength / beatDivisor.Value;
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beat++;
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}
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while (time < range.end + visible_range)
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{
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var nextTimingPoint = beatmap.ControlPointInfo.TimingPointAt(time);
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// switch to the next timing point if we have reached it.
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if (nextTimingPoint.Time > timingPoint.Time)
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{
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beat = 0;
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time = nextTimingPoint.Time;
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timingPoint = nextTimingPoint;
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}
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Color4 colour = BindableBeatDivisor.GetColourFor(
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BindableBeatDivisor.GetDivisorForBeatIndex(beat, beatDivisor.Value), colours);
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if (!availableLines.TryPop(out var line))
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line = new DrawableGridLine();
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line.HitObject.StartTime = time;
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line.Colour = colour;
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lineContainer.Add(line);
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beat++;
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time += timingPoint.BeatLength / beatDivisor.Value;
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}
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// required to update ScrollingHitObjectContainer's cache.
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lineContainer.UpdateSubTree();
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foreach (var line in lineContainer.Objects.OfType<DrawableGridLine>())
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{
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time = line.HitObject.StartTime;
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if (time >= range.start && time <= range.end)
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line.Alpha = 1;
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else
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{
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double timeSeparation = time < range.start ? range.start - time : time - range.end;
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line.Alpha = (float)Math.Max(0, 1 - timeSeparation / visible_range);
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}
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}
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}
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private partial class DrawableGridLine : DrawableHitObject
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{
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public DrawableGridLine()
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: base(new HitObject())
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{
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RelativeSizeAxes = Axes.X;
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Height = 2;
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AddInternal(new Box { 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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Origin = Anchor.BottomLeft;
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Anchor = Anchor.BottomLeft;
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}
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protected override void UpdateInitialTransforms()
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{
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// don't perform any fading – we are handling that ourselves.
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LifetimeEnd = HitObject.StartTime + visible_range;
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}
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}
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}
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}
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