osu/osu.Game.Rulesets.Osu/Edit/OsuHitObjectComposer.cs
Dean Herbert 830b92d3ae Add momentary shortcuts to toggle grid/distance snap
Matching osu!stable. I use these quite a lot while mapping and I'm sure
others do as well.

Hold `Shift` = invert grid snap
Hold `Alt` = invert distance snap
2022-10-19 20:06:41 +09:00

335 lines
12 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.
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Caching;
using osu.Framework.Extensions.EnumExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Input.Events;
using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Tools;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Edit.Components.TernaryButtons;
using osu.Game.Screens.Edit.Compose.Components;
using osuTK;
using osuTK.Input;
namespace osu.Game.Rulesets.Osu.Edit
{
public class OsuHitObjectComposer : DistancedHitObjectComposer<OsuHitObject>
{
public OsuHitObjectComposer(Ruleset ruleset)
: base(ruleset)
{
}
protected override DrawableRuleset<OsuHitObject> CreateDrawableRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
=> new DrawableOsuEditorRuleset(ruleset, beatmap, mods);
protected override IReadOnlyList<HitObjectCompositionTool> CompositionTools => new HitObjectCompositionTool[]
{
new HitCircleCompositionTool(),
new SliderCompositionTool(),
new SpinnerCompositionTool()
};
private readonly Bindable<TernaryState> distanceSnapToggle = new Bindable<TernaryState>();
private readonly Bindable<TernaryState> rectangularGridSnapToggle = new Bindable<TernaryState>();
protected override IEnumerable<TernaryButton> CreateTernaryButtons() => base.CreateTernaryButtons().Concat(new[]
{
new TernaryButton(distanceSnapToggle, "Distance Snap", () => new SpriteIcon { Icon = FontAwesome.Solid.Ruler }),
new TernaryButton(rectangularGridSnapToggle, "Grid Snap", () => new SpriteIcon { Icon = FontAwesome.Solid.Th })
});
private BindableList<HitObject> selectedHitObjects;
private Bindable<HitObject> placementObject;
[BackgroundDependencyLoader]
private void load()
{
// Give a bit of breathing room around the playfield content.
PlayfieldContentContainer.Padding = new MarginPadding(10);
LayerBelowRuleset.AddRange(new Drawable[]
{
distanceSnapGridContainer = new Container
{
RelativeSizeAxes = Axes.Both
},
rectangularPositionSnapGrid = new OsuRectangularPositionSnapGrid
{
RelativeSizeAxes = Axes.Both
}
});
selectedHitObjects = EditorBeatmap.SelectedHitObjects.GetBoundCopy();
selectedHitObjects.CollectionChanged += (_, _) => updateDistanceSnapGrid();
placementObject = EditorBeatmap.PlacementObject.GetBoundCopy();
placementObject.ValueChanged += _ => updateDistanceSnapGrid();
distanceSnapToggle.ValueChanged += _ =>
{
updateDistanceSnapGrid();
if (distanceSnapToggle.Value == TernaryState.True)
rectangularGridSnapToggle.Value = TernaryState.False;
};
rectangularGridSnapToggle.ValueChanged += _ =>
{
if (rectangularGridSnapToggle.Value == TernaryState.True)
distanceSnapToggle.Value = TernaryState.False;
};
// we may be entering the screen with a selection already active
updateDistanceSnapGrid();
}
protected override ComposeBlueprintContainer CreateBlueprintContainer()
=> new OsuBlueprintContainer(this);
public override string ConvertSelectionToString()
=> string.Join(',', selectedHitObjects.Cast<OsuHitObject>().OrderBy(h => h.StartTime).Select(h => (h.IndexInCurrentCombo + 1).ToString()));
private DistanceSnapGrid distanceSnapGrid;
private Container distanceSnapGridContainer;
private readonly Cached distanceSnapGridCache = new Cached();
private double? lastDistanceSnapGridTime;
private RectangularPositionSnapGrid rectangularPositionSnapGrid;
protected override void Update()
{
base.Update();
if (!(BlueprintContainer.CurrentTool is SelectTool))
{
if (EditorClock.CurrentTime != lastDistanceSnapGridTime)
{
distanceSnapGridCache.Invalidate();
lastDistanceSnapGridTime = EditorClock.CurrentTime;
}
if (!distanceSnapGridCache.IsValid)
updateDistanceSnapGrid();
}
}
public override SnapResult FindSnappedPositionAndTime(Vector2 screenSpacePosition, SnapType snapType = SnapType.All)
{
if (snapType.HasFlagFast(SnapType.NearbyObjects) && snapToVisibleBlueprints(screenSpacePosition, out var snapResult))
return snapResult;
if (snapType.HasFlagFast(SnapType.Grids))
{
if (distanceSnapToggle.Value == TernaryState.True && distanceSnapGrid != null)
{
(Vector2 pos, double time) = distanceSnapGrid.GetSnappedPosition(distanceSnapGrid.ToLocalSpace(screenSpacePosition));
return new SnapResult(distanceSnapGrid.ToScreenSpace(pos), time, PlayfieldAtScreenSpacePosition(screenSpacePosition));
}
if (rectangularGridSnapToggle.Value == TernaryState.True)
{
Vector2 pos = rectangularPositionSnapGrid.GetSnappedPosition(rectangularPositionSnapGrid.ToLocalSpace(screenSpacePosition));
return new SnapResult(rectangularPositionSnapGrid.ToScreenSpace(pos), null, PlayfieldAtScreenSpacePosition(screenSpacePosition));
}
}
return base.FindSnappedPositionAndTime(screenSpacePosition, snapType);
}
private bool snapToVisibleBlueprints(Vector2 screenSpacePosition, out SnapResult snapResult)
{
// check other on-screen objects for snapping/stacking
var blueprints = BlueprintContainer.SelectionBlueprints.AliveChildren;
var playfield = PlayfieldAtScreenSpacePosition(screenSpacePosition);
float snapRadius =
playfield.GamefieldToScreenSpace(new Vector2(OsuHitObject.OBJECT_RADIUS / 5)).X -
playfield.GamefieldToScreenSpace(Vector2.Zero).X;
foreach (var b in blueprints)
{
if (b.IsSelected)
continue;
var hitObject = (OsuHitObject)b.Item;
Vector2? snap = checkSnap(hitObject.Position);
if (snap == null && hitObject.Position != hitObject.EndPosition)
snap = checkSnap(hitObject.EndPosition);
if (snap != null)
{
// only return distance portion, since time is not really valid
snapResult = new SnapResult(snap.Value, null, playfield);
return true;
}
Vector2? checkSnap(Vector2 checkPos)
{
Vector2 checkScreenPos = playfield.GamefieldToScreenSpace(checkPos);
if (Vector2.Distance(checkScreenPos, screenSpacePosition) < snapRadius)
return checkScreenPos;
return null;
}
}
snapResult = null;
return false;
}
private void updateDistanceSnapGrid()
{
distanceSnapGridContainer.Clear();
distanceSnapGridCache.Invalidate();
distanceSnapGrid = null;
if (distanceSnapToggle.Value != TernaryState.True)
return;
switch (BlueprintContainer.CurrentTool)
{
case SelectTool:
if (!EditorBeatmap.SelectedHitObjects.Any())
return;
distanceSnapGrid = createDistanceSnapGrid(EditorBeatmap.SelectedHitObjects);
break;
default:
if (!CursorInPlacementArea)
return;
distanceSnapGrid = createDistanceSnapGrid(Enumerable.Empty<HitObject>());
break;
}
if (distanceSnapGrid != null)
{
distanceSnapGridContainer.Add(distanceSnapGrid);
distanceSnapGridCache.Validate();
}
}
protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.Repeat)
return false;
if (handleToggleViaKey(e.Key))
return true;
return base.OnKeyDown(e);
}
protected override void OnKeyUp(KeyUpEvent e)
{
handleToggleViaKey(e.Key);
base.OnKeyUp(e);
}
private bool handleToggleViaKey(Key key)
{
switch (key)
{
case Key.ShiftLeft:
case Key.ShiftRight:
rectangularGridSnapToggle.Value = rectangularGridSnapToggle.Value == TernaryState.False ? TernaryState.True : TernaryState.False;
return true;
case Key.AltLeft:
case Key.AltRight:
distanceSnapToggle.Value = distanceSnapToggle.Value == TernaryState.False ? TernaryState.True : TernaryState.False;
return true;
}
return false;
}
private DistanceSnapGrid createDistanceSnapGrid(IEnumerable<HitObject> selectedHitObjects)
{
if (BlueprintContainer.CurrentTool is SpinnerCompositionTool)
return null;
var objects = selectedHitObjects.ToList();
if (objects.Count == 0)
// use accurate time value to give more instantaneous feedback to the user.
return createGrid(h => h.StartTime <= EditorClock.CurrentTimeAccurate);
double minTime = objects.Min(h => h.StartTime);
return createGrid(h => h.StartTime < minTime, objects.Count + 1);
}
/// <summary>
/// Creates a grid from the last <see cref="HitObject"/> matching a predicate to a target <see cref="HitObject"/>.
/// </summary>
/// <param name="sourceSelector">A predicate that matches <see cref="HitObject"/>s where the grid can start from.
/// Only the last <see cref="HitObject"/> matching the predicate is used.</param>
/// <param name="targetOffset">An offset from the <see cref="HitObject"/> selected via <paramref name="sourceSelector"/> at which the grid should stop.</param>
/// <returns>The <see cref="OsuDistanceSnapGrid"/> from a selected <see cref="HitObject"/> to a target <see cref="HitObject"/>.</returns>
private OsuDistanceSnapGrid createGrid(Func<HitObject, bool> sourceSelector, int targetOffset = 1)
{
if (targetOffset < 1) throw new ArgumentOutOfRangeException(nameof(targetOffset));
int sourceIndex = -1;
for (int i = 0; i < EditorBeatmap.HitObjects.Count; i++)
{
if (!sourceSelector(EditorBeatmap.HitObjects[i]))
break;
sourceIndex = i;
}
if (sourceIndex == -1)
return null;
HitObject sourceObject = EditorBeatmap.HitObjects[sourceIndex];
int targetIndex = sourceIndex + targetOffset;
HitObject targetObject = null;
// Keep advancing the target object while its start time falls before the end time of the source object
while (true)
{
if (targetIndex >= EditorBeatmap.HitObjects.Count)
break;
if (EditorBeatmap.HitObjects[targetIndex].StartTime >= sourceObject.GetEndTime())
{
targetObject = EditorBeatmap.HitObjects[targetIndex];
break;
}
targetIndex++;
}
if (sourceObject is Spinner)
return null;
return new OsuDistanceSnapGrid((OsuHitObject)sourceObject, (OsuHitObject)targetObject);
}
}
}