Merge branch 'editor-position-snap' into mania-distance-snap-grid

This commit is contained in:
Dean Herbert
2020-05-22 11:27:36 +09:00
19 changed files with 158 additions and 112 deletions

View File

@ -17,6 +17,7 @@ using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Skinning;
using osuTK;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
namespace osu.Game.Rulesets.Mania.UI
{
@ -142,5 +143,54 @@ namespace osu.Game.Rulesets.Mania.UI
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
// This probably shouldn't exist as is, but the columns in the stage are separated by a 1px border
=> DrawRectangle.Inflate(new Vector2(Stage.COLUMN_SPACING / 2, 0)).Contains(ToLocalSpace(screenSpacePos));
/// <summary>
/// Given a time, return the screen space position within this column.
/// </summary>
public Vector2 ScreenSpacePositionAtTime(double time)
{
var pos = ScrollingInfo.Algorithm.PositionAt(time, Time.Current, ScrollingInfo.TimeRange.Value, HitObjectContainer.DrawHeight);
switch (ScrollingInfo.Direction.Value)
{
case ScrollingDirection.Down:
// We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
// The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position,
// so when scrolling downwards the coordinates need to be flipped.
pos = HitObjectContainer.DrawHeight - pos;
// 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.
pos -= DefaultNotePiece.NOTE_HEIGHT / 2;
break;
case ScrollingDirection.Up:
pos += DefaultNotePiece.NOTE_HEIGHT / 2;
break;
}
return HitObjectContainer.ToScreenSpace(new Vector2(HitObjectContainer.DrawWidth / 2, pos));
}
/// <summary>
/// Given a position in screen space, return the time within this column.
/// </summary>
public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
{
// convert to local space of column so we can snap and fetch correct location.
Vector2 localPosition = HitObjectContainer.ToLocalSpace(screenSpacePosition);
switch (ScrollingInfo.Direction.Value)
{
case ScrollingDirection.Down:
// as above
localPosition.Y = HitObjectContainer.DrawHeight - localPosition.Y;
break;
}
// offset for the fact that blueprints are centered, as above.
localPosition.Y -= DefaultNotePiece.NOTE_HEIGHT / 2;
return ScrollingInfo.Algorithm.TimeAt(localPosition.Y, Time.Current, ScrollingInfo.TimeRange.Value, HitObjectContainer.DrawHeight);
}
}
}