mirror of
https://github.com/ppy/osu
synced 2024-12-14 02:46:27 +00:00
154 lines
5.9 KiB
C#
154 lines
5.9 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 osu.Framework.Allocation;
|
|
using osu.Framework.Extensions.Color4Extensions;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Shapes;
|
|
using osu.Framework.Graphics.UserInterface;
|
|
using osu.Game.Rulesets.Edit;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osuTK;
|
|
using osuTK.Graphics;
|
|
|
|
namespace osu.Game.Screens.Edit.Compose.Components
|
|
{
|
|
public abstract class CircularDistanceSnapGrid : DistanceSnapGrid
|
|
{
|
|
protected CircularDistanceSnapGrid(HitObject referenceObject, Vector2 startPosition, double startTime, double? endTime = null)
|
|
: base(referenceObject, startPosition, startTime, endTime)
|
|
{
|
|
}
|
|
|
|
protected override void CreateContent()
|
|
{
|
|
const float crosshair_thickness = 1;
|
|
const float crosshair_max_size = 10;
|
|
|
|
AddRangeInternal(new[]
|
|
{
|
|
new Box
|
|
{
|
|
Origin = Anchor.Centre,
|
|
Position = StartPosition,
|
|
Width = crosshair_thickness,
|
|
EdgeSmoothness = new Vector2(1),
|
|
Height = Math.Min(crosshair_max_size, DistanceBetweenTicks * 2),
|
|
},
|
|
new Box
|
|
{
|
|
Origin = Anchor.Centre,
|
|
Position = StartPosition,
|
|
EdgeSmoothness = new Vector2(1),
|
|
Width = Math.Min(crosshair_max_size, DistanceBetweenTicks * 2),
|
|
Height = crosshair_thickness,
|
|
}
|
|
});
|
|
|
|
float dx = Math.Max(StartPosition.X, DrawWidth - StartPosition.X);
|
|
float dy = Math.Max(StartPosition.Y, DrawHeight - StartPosition.Y);
|
|
float maxDistance = new Vector2(dx, dy).Length;
|
|
int requiredCircles = Math.Min(MaxIntervals, (int)(maxDistance / DistanceBetweenTicks));
|
|
|
|
for (int i = 0; i < requiredCircles; i++)
|
|
{
|
|
float diameter = (i + 1) * DistanceBetweenTicks * 2;
|
|
|
|
AddInternal(new Ring(ReferenceObject, GetColourForIndexFromPlacement(i))
|
|
{
|
|
Position = StartPosition,
|
|
Origin = Anchor.Centre,
|
|
Size = new Vector2(diameter),
|
|
InnerRadius = 4 * 1f / diameter,
|
|
});
|
|
}
|
|
}
|
|
|
|
public override (Vector2 position, double time) GetSnappedPosition(Vector2 position)
|
|
{
|
|
if (MaxIntervals == 0)
|
|
return (StartPosition, StartTime);
|
|
|
|
// This grid implementation factors in the user's distance spacing specification,
|
|
// which is usually not considered by an `IDistanceSnapProvider`.
|
|
float distanceSpacingMultiplier = (float)DistanceSpacingMultiplier.Value;
|
|
|
|
Vector2 travelVector = (position - StartPosition);
|
|
|
|
// We need a non-zero travel vector in order to find a valid direction.
|
|
if (travelVector == Vector2.Zero)
|
|
travelVector = new Vector2(0, -1);
|
|
|
|
float travelLength = travelVector.Length;
|
|
|
|
// FindSnappedDistance will always round down, but we want to potentially round upwards.
|
|
travelLength += DistanceBetweenTicks / 2;
|
|
|
|
// We never want to snap towards zero.
|
|
if (travelLength < DistanceBetweenTicks)
|
|
travelLength = DistanceBetweenTicks;
|
|
|
|
// When interacting with the resolved snap provider, the distance spacing multiplier should first be removed
|
|
// to allow for snapping at a non-multiplied ratio.
|
|
float snappedDistance = SnapProvider.FindSnappedDistance(ReferenceObject, travelLength / distanceSpacingMultiplier);
|
|
double snappedTime = StartTime + SnapProvider.DistanceToDuration(ReferenceObject, snappedDistance);
|
|
|
|
if (snappedTime > LatestEndTime)
|
|
{
|
|
double tickLength = Beatmap.GetBeatLengthAtTime(StartTime);
|
|
|
|
snappedDistance = SnapProvider.DurationToDistance(ReferenceObject, MaxIntervals * tickLength);
|
|
snappedTime = StartTime + SnapProvider.DistanceToDuration(ReferenceObject, snappedDistance);
|
|
}
|
|
|
|
// The multiplier can then be reapplied to the final position.
|
|
Vector2 snappedPosition = StartPosition + travelVector.Normalized() * snappedDistance * distanceSpacingMultiplier;
|
|
|
|
return (snappedPosition, snappedTime);
|
|
}
|
|
|
|
private class Ring : CircularProgress
|
|
{
|
|
[Resolved]
|
|
private IDistanceSnapProvider snapProvider { get; set; }
|
|
|
|
[Resolved(canBeNull: true)]
|
|
private EditorClock editorClock { get; set; }
|
|
|
|
private readonly HitObject referenceObject;
|
|
|
|
private readonly Color4 baseColour;
|
|
|
|
public Ring(HitObject referenceObject, Color4 baseColour)
|
|
{
|
|
this.referenceObject = referenceObject;
|
|
|
|
Colour = this.baseColour = baseColour;
|
|
|
|
Current.Value = 1;
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
if (editorClock == null)
|
|
return;
|
|
|
|
float distanceSpacingMultiplier = (float)snapProvider.DistanceSpacingMultiplier.Value;
|
|
double timeFromReferencePoint = editorClock.CurrentTime - referenceObject.GetEndTime();
|
|
|
|
float distanceForCurrentTime = snapProvider.DurationToDistance(referenceObject, timeFromReferencePoint)
|
|
* distanceSpacingMultiplier;
|
|
|
|
float timeBasedAlpha = 1 - Math.Clamp(Math.Abs(distanceForCurrentTime - Size.X / 2) / 30, 0, 1);
|
|
|
|
Colour = baseColour.Opacity(Math.Max(baseColour.A, timeBasedAlpha));
|
|
}
|
|
}
|
|
}
|
|
}
|