mirror of
https://github.com/ppy/osu
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152 lines
5.6 KiB
C#
152 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 osu.Framework.Allocation;
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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.Edit;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
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namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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{
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public abstract class ManiaPlacementBlueprint<T> : PlacementBlueprint,
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IRequireHighFrequencyMousePosition // the playfield could be moving behind us
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where T : ManiaHitObject
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{
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protected new T HitObject => (T)base.HitObject;
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protected Column Column;
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/// <summary>
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/// The current mouse position, snapped to the closest column.
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/// </summary>
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protected Vector2 SnappedMousePosition { get; private set; }
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/// <summary>
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/// The width of the closest column to the current mouse position.
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/// </summary>
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protected float SnappedWidth { get; private set; }
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[Resolved]
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private IManiaHitObjectComposer composer { get; set; }
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[Resolved]
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private IScrollingInfo scrollingInfo { get; set; }
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protected ManiaPlacementBlueprint(T hitObject)
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: base(hitObject)
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{
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RelativeSizeAxes = Axes.None;
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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if (Column == null)
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return base.OnMouseDown(e);
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HitObject.Column = Column.Index;
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BeginPlacement(TimeAt(e.ScreenSpaceMousePosition), true);
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return true;
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}
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public override void UpdatePosition(Vector2 screenSpacePosition)
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{
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if (!PlacementActive)
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Column = ColumnAt(screenSpacePosition);
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if (Column == null) return;
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SnappedWidth = Column.DrawWidth;
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// Snap to the column
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var parentPos = Parent.ToLocalSpace(Column.ToScreenSpace(new Vector2(Column.DrawWidth / 2, 0)));
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SnappedMousePosition = new Vector2(parentPos.X, Parent.ToLocalSpace(screenSpacePosition).Y);
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}
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protected double TimeAt(Vector2 screenSpacePosition)
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{
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if (Column == null)
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return 0;
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var hitObjectContainer = Column.HitObjectContainer;
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// If we're scrolling downwards, a position of 0 is actually further away from the hit target
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// so we need to flip the vertical coordinate in the hitobject container's space
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var hitObjectPos = mouseToHitObjectPosition(Column.HitObjectContainer.ToLocalSpace(screenSpacePosition)).Y;
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if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
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hitObjectPos = hitObjectContainer.DrawHeight - hitObjectPos;
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return scrollingInfo.Algorithm.TimeAt(hitObjectPos,
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EditorClock.CurrentTime,
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scrollingInfo.TimeRange.Value,
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hitObjectContainer.DrawHeight);
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}
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protected float PositionAt(double time)
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{
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var pos = scrollingInfo.Algorithm.PositionAt(time,
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EditorClock.CurrentTime,
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scrollingInfo.TimeRange.Value,
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Column.HitObjectContainer.DrawHeight);
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if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
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pos = Column.HitObjectContainer.DrawHeight - pos;
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return hitObjectToMousePosition(Column.HitObjectContainer.ToSpaceOfOtherDrawable(new Vector2(0, pos), Parent)).Y;
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}
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protected Column ColumnAt(Vector2 screenSpacePosition)
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=> composer.ColumnAt(screenSpacePosition);
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/// <summary>
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/// Converts a mouse position to a hitobject position.
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/// </summary>
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/// <remarks>
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/// Blueprints are centred on the mouse position, such that the hitobject position is anchored at the top or bottom of the blueprint depending on the scroll direction.
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/// </remarks>
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/// <param name="mousePosition">The mouse position.</param>
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/// <returns>The resulting hitobject position, acnhored at the top or bottom of the blueprint depending on the scroll direction.</returns>
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private Vector2 mouseToHitObjectPosition(Vector2 mousePosition)
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{
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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mousePosition.Y -= DefaultNotePiece.NOTE_HEIGHT / 2;
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break;
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case ScrollingDirection.Down:
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mousePosition.Y += DefaultNotePiece.NOTE_HEIGHT / 2;
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break;
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}
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return mousePosition;
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}
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/// <summary>
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/// Converts a hitobject position to a mouse position.
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/// </summary>
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/// <param name="hitObjectPosition">The hitobject position.</param>
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/// <returns>The resulting mouse position, anchored at the centre of the hitobject.</returns>
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private Vector2 hitObjectToMousePosition(Vector2 hitObjectPosition)
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{
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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hitObjectPosition.Y += DefaultNotePiece.NOTE_HEIGHT / 2;
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break;
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case ScrollingDirection.Down:
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hitObjectPosition.Y -= DefaultNotePiece.NOTE_HEIGHT / 2;
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break;
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}
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return hitObjectPosition;
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}
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}
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}
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