Fix distance snap grid showing incorrect colouring

Now matches timeline colours (based on timing point).
This commit is contained in:
Dean Herbert
2020-01-28 11:59:21 +09:00
parent 9a2867d3d9
commit 29daabb40a
3 changed files with 34 additions and 31 deletions

View File

@ -1,6 +1,7 @@
// 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.
using System;
using osu.Framework.Allocation;
using osu.Framework.Caching;
using osu.Framework.Graphics;
@ -106,7 +107,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
if (!gridCache.IsValid)
{
ClearInternal();
CreateContent(StartPosition);
CreateContent();
gridCache.Validate();
}
}
@ -114,7 +115,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// <summary>
/// Creates the content which visualises the grid ticks.
/// </summary>
protected abstract void CreateContent(Vector2 startPosition);
protected abstract void CreateContent();
/// <summary>
/// Snaps a position to this grid.
@ -126,13 +127,15 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// <summary>
/// Retrieves the applicable colour for a beat index.
/// </summary>
/// <param name="index">The 0-based beat index.</param>
/// <param name="placementIndex">The 0-based beat index from the point of placement.</param>
/// <returns>The applicable colour.</returns>
protected ColourInfo GetColourForBeatIndex(int index)
protected ColourInfo GetColourForIndexFromPlacement(int placementIndex)
{
var colour = BindableBeatDivisor.GetColourFor(BindableBeatDivisor.GetDivisorForBeatIndex(index + 1, beatDivisor.Value), Colours);
var timingPoint = beatmap.ControlPointInfo.TimingPointAt(StartTime);
var beatIndex = (int)Math.Round((StartTime - timingPoint.Time) / timingPoint.BeatLength * beatDivisor.Value);
var colour = BindableBeatDivisor.GetColourFor(BindableBeatDivisor.GetDivisorForBeatIndex(beatIndex + placementIndex + 1, beatDivisor.Value), Colours);
int repeatIndex = index / beatDivisor.Value;
int repeatIndex = placementIndex / beatDivisor.Value;
return colour.MultiplyAlpha(0.5f / (repeatIndex + 1));
}
}