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Refactor distance snap grid to not require hitobjects
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@ -1,7 +1,6 @@
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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 JetBrains.Annotations;
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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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@ -9,7 +8,6 @@ using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osuTK;
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namespace osu.Game.Screens.Edit.Compose.Components
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@ -24,21 +22,21 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// </summary>
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protected float DistanceSpacing { get; private set; }
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/// <summary>
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/// The snapping time at <see cref="CentrePosition"/>.
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/// </summary>
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protected double StartTime { get; private set; }
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/// <summary>
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/// The maximum number of distance snapping intervals allowed.
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/// </summary>
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protected int MaxIntervals { get; private set; }
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/// <summary>
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/// The position which the grid is centred on.
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/// The first beat snapping tick is located at <see cref="CentrePosition"/> + <see cref="DistanceSpacing"/> in the desired direction.
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/// The position which the grid should start.
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/// The first beat snapping tick is located at <see cref="StartPosition"/> + <see cref="DistanceSpacing"/> away from this point.
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/// </summary>
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protected readonly Vector2 CentrePosition;
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protected readonly Vector2 StartPosition;
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/// <summary>
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/// The snapping time at <see cref="StartPosition"/>.
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/// </summary>
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protected readonly double StartTime;
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[Resolved]
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protected OsuColour Colours { get; private set; }
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@ -53,25 +51,23 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private BindableBeatDivisor beatDivisor { 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 HitObject nextHitObject;
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private readonly double? endTime;
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protected DistanceSnapGrid(HitObject hitObject, [CanBeNull] HitObject nextHitObject, Vector2 centrePosition)
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/// <summary>
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/// Creates a new <see cref="DistanceSnapGrid"/>.
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/// </summary>
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/// <param name="startPosition">The position at which the grid should start. The first tick is located one distance spacing length away from this point.</param>
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/// <param name="startTime">The snapping time at <see cref="StartPosition"/>.</param>
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/// <param name="endTime">The time at which the snapping grid should end. If null, the grid will continue until the bounds of the screen are exceeded.</param>
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protected DistanceSnapGrid(Vector2 startPosition, double startTime, double? endTime = null)
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{
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this.hitObject = hitObject;
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this.nextHitObject = nextHitObject;
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CentrePosition = centrePosition;
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this.endTime = endTime;
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StartPosition = startPosition;
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StartTime = startTime;
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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.GetEndTime();
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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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@ -83,12 +79,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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DistanceSpacing = SnapProvider.GetBeatSnapDistanceAt(StartTime);
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if (nextHitObject == null)
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if (endTime == null)
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MaxIntervals = int.MaxValue;
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else
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{
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// +1 is added since a snapped hitobject may have its start time slightly less than the snapped time due to floating point errors
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double maxDuration = nextHitObject.StartTime - StartTime + 1;
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double maxDuration = endTime.Value - StartTime + 1;
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MaxIntervals = (int)(maxDuration / SnapProvider.DistanceToDuration(StartTime, DistanceSpacing));
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}
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@ -110,7 +106,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (!gridCache.IsValid)
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{
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ClearInternal();
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CreateContent(CentrePosition);
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CreateContent(StartPosition);
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gridCache.Validate();
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}
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}
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@ -118,7 +114,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <summary>
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/// Creates the content which visualises the grid ticks.
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/// </summary>
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protected abstract void CreateContent(Vector2 centrePosition);
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protected abstract void CreateContent(Vector2 startPosition);
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/// <summary>
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/// Snaps a position to this grid.
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