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Add rectangular position snap grid
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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 System;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Layout;
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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 class RectangularPositionSnapGrid : CompositeDrawable
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{
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/// <summary>
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/// The position of the origin of this <see cref="RectangularPositionSnapGrid"/> in local coordinates.
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/// </summary>
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public Vector2 StartPosition { get; }
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/// <summary>
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/// The spacing between grid lines of this <see cref="RectangularPositionSnapGrid"/>.
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/// </summary>
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public Vector2 Spacing { get; }
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private readonly LayoutValue gridCache = new LayoutValue(Invalidation.RequiredParentSizeToFit);
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public RectangularPositionSnapGrid(Vector2 startPosition, Vector2 spacing)
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{
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StartPosition = startPosition;
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Spacing = spacing;
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AddLayout(gridCache);
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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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createContent();
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gridCache.Validate();
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}
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}
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private void createContent()
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{
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var drawSize = DrawSize;
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generateGridLines(Direction.Horizontal, StartPosition.Y, 0, -Spacing.Y);
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generateGridLines(Direction.Horizontal, StartPosition.Y, drawSize.Y, Spacing.Y);
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generateGridLines(Direction.Vertical, StartPosition.X, 0, -Spacing.X);
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generateGridLines(Direction.Vertical, StartPosition.X, drawSize.X, Spacing.X);
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}
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private void generateGridLines(Direction direction, float startPosition, float endPosition, float step)
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{
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int index = 0;
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float currentPosition = startPosition;
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while ((endPosition - currentPosition) * Math.Sign(step) > 0)
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{
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var gridLine = new Box
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{
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Colour = Colour4.White,
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Alpha = index == 0 ? 0.3f : 0.1f,
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EdgeSmoothness = new Vector2(0.2f)
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};
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if (direction == Direction.Horizontal)
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{
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gridLine.RelativeSizeAxes = Axes.X;
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gridLine.Height = 1;
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gridLine.Y = currentPosition;
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}
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else
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{
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gridLine.RelativeSizeAxes = Axes.Y;
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gridLine.Width = 1;
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gridLine.X = currentPosition;
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}
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AddInternal(gridLine);
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index += 1;
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currentPosition = startPosition + index * step;
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}
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}
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public Vector2 GetSnappedPosition(Vector2 original)
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{
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Vector2 relativeToStart = original - StartPosition;
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Vector2 offset = Vector2.Divide(relativeToStart, Spacing);
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Vector2 roundedOffset = new Vector2(MathF.Round(offset.X), MathF.Round(offset.Y));
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return StartPosition + Vector2.Multiply(roundedOffset, Spacing);
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}
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}
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}
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