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Implement base class for beat snapping grids
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149
osu.Game/Screens/Edit/Compose/Components/BeatSnapGrid.cs
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149
osu.Game/Screens/Edit/Compose/Components/BeatSnapGrid.cs
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// 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.Caching;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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public abstract class BeatSnapGrid : CompositeDrawable
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{
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protected double Velocity { get; private set; }
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protected float DistanceSpacing { get; private set; }
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[Resolved]
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private IFrameBasedClock framedClock { get; set; }
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[Resolved]
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private IEditorBeatmap beatmap { get; set; }
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[Resolved]
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private BindableBeatDivisor beatDivisor { get; set; }
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[Resolved]
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private OsuColour colours { get; set; }
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private readonly Cached gridCache = new Cached();
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private readonly HitObject hitObject;
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private readonly Vector2 startPosition;
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private double startTime;
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private double beatLength;
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protected BeatSnapGrid(HitObject hitObject, Vector2 startPosition)
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{
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this.hitObject = hitObject;
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this.startPosition = startPosition;
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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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startTime = (hitObject as IHasEndTime)?.EndTime ?? hitObject.StartTime;
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beatLength = beatmap.ControlPointInfo.TimingPointAt(startTime).BeatLength;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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beatDivisor.BindValueChanged(_ => updateSpacing(), true);
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}
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private void updateSpacing()
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{
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Velocity = GetVelocity(startTime, beatmap.ControlPointInfo, beatmap.BeatmapInfo.BaseDifficulty);
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DistanceSpacing = (float)(beatLength / beatDivisor.Value * Velocity);
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gridCache.Invalidate();
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}
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public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true)
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{
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if ((invalidation & Invalidation.RequiredParentSizeToFit) > 0)
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gridCache.Invalidate();
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return base.Invalidate(invalidation, source, shallPropagate);
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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 (!gridCache.IsValid)
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{
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ClearInternal();
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CreateGrid(startPosition);
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gridCache.Validate();
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}
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}
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/// <summary>
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/// Draws the grid.
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/// </summary>
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protected abstract void CreateGrid(Vector2 startPosition);
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/// <summary>
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/// Retrieves the velocity of gameplay at a time.
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/// </summary>
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/// <param name="time">The time to retrieve the velocity at.</param>
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/// <param name="controlPointInfo">The beatmap's <see cref="ControlPointInfo"/> at the requested time.</param>
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/// <param name="difficulty">The beatmap's <see cref="BeatmapDifficulty"/> at the requested time.</param>
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/// <returns>The velocity in pixels per millisecond.</returns>
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protected abstract float GetVelocity(double time, ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty);
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/// <summary>
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/// Snaps a position to this grid.
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/// </summary>
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/// <param name="screenSpacePosition">The original screen-space position.</param>
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/// <returns>The snapped position.</returns>
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public abstract Vector2 GetSnapPosition(Vector2 screenSpacePosition);
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/// <summary>
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/// Retrieves the time at a snapped position.
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/// </summary>
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/// <param name="snappedPosition">The snapped position.</param>
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/// <returns>The time at the snapped position.</returns>
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public double GetSnapTime(Vector2 snappedPosition) => startTime + (ToLocalSpace(snappedPosition) - startPosition).Length / Velocity;
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/// <summary>
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/// Retrieves the applicable colour for a beat index.
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/// </summary>
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/// <param name="index">The 0-based beat index.</param>
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/// <returns>The applicable colour.</returns>
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protected ColourInfo GetColourForBeatIndex(int index)
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{
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int divIndex = beatDivisor.Value - (index % beatDivisor.Value) - 1;
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ColourInfo colour = colours.Gray5;
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{
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for (int i = 0; i < BindableBeatDivisor.VALID_DIVISORS.Length; i++)
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{
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int divisor = BindableBeatDivisor.VALID_DIVISORS[i];
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if ((divIndex * divisor) % beatDivisor.Value == 0)
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{
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colour = BindableBeatDivisor.GetColourFor(divisor, colours);
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break;
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}
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}
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}
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int repeatIndex = index / beatDivisor.Value;
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return colour.MultiplyAlpha(0.5f / (repeatIndex + 1));
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}
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}
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}
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