Refactor distance snap grid to not require hitobjects

This commit is contained in:
smoogipoo
2019-12-10 16:00:09 +09:00
parent 1ba59d6d5f
commit 94a298a82d
4 changed files with 52 additions and 57 deletions

View File

@ -1,7 +1,6 @@
// 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 JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Caching;
using osu.Framework.Graphics;
@ -9,7 +8,6 @@ using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Game.Graphics;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osuTK;
namespace osu.Game.Screens.Edit.Compose.Components
@ -24,21 +22,21 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// </summary>
protected float DistanceSpacing { get; private set; }
/// <summary>
/// The snapping time at <see cref="CentrePosition"/>.
/// </summary>
protected double StartTime { get; private set; }
/// <summary>
/// The maximum number of distance snapping intervals allowed.
/// </summary>
protected int MaxIntervals { get; private set; }
/// <summary>
/// The position which the grid is centred on.
/// The first beat snapping tick is located at <see cref="CentrePosition"/> + <see cref="DistanceSpacing"/> in the desired direction.
/// The position which the grid should start.
/// The first beat snapping tick is located at <see cref="StartPosition"/> + <see cref="DistanceSpacing"/> away from this point.
/// </summary>
protected readonly Vector2 CentrePosition;
protected readonly Vector2 StartPosition;
/// <summary>
/// The snapping time at <see cref="StartPosition"/>.
/// </summary>
protected readonly double StartTime;
[Resolved]
protected OsuColour Colours { get; private set; }
@ -53,25 +51,23 @@ namespace osu.Game.Screens.Edit.Compose.Components
private BindableBeatDivisor beatDivisor { get; set; }
private readonly Cached gridCache = new Cached();
private readonly HitObject hitObject;
private readonly HitObject nextHitObject;
private readonly double? endTime;
protected DistanceSnapGrid(HitObject hitObject, [CanBeNull] HitObject nextHitObject, Vector2 centrePosition)
/// <summary>
/// Creates a new <see cref="DistanceSnapGrid"/>.
/// </summary>
/// <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>
/// <param name="startTime">The snapping time at <see cref="StartPosition"/>.</param>
/// <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>
protected DistanceSnapGrid(Vector2 startPosition, double startTime, double? endTime = null)
{
this.hitObject = hitObject;
this.nextHitObject = nextHitObject;
CentrePosition = centrePosition;
this.endTime = endTime;
StartPosition = startPosition;
StartTime = startTime;
RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load()
{
StartTime = hitObject.GetEndTime();
}
protected override void LoadComplete()
{
base.LoadComplete();
@ -83,12 +79,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
DistanceSpacing = SnapProvider.GetBeatSnapDistanceAt(StartTime);
if (nextHitObject == null)
if (endTime == null)
MaxIntervals = int.MaxValue;
else
{
// +1 is added since a snapped hitobject may have its start time slightly less than the snapped time due to floating point errors
double maxDuration = nextHitObject.StartTime - StartTime + 1;
double maxDuration = endTime.Value - StartTime + 1;
MaxIntervals = (int)(maxDuration / SnapProvider.DistanceToDuration(StartTime, DistanceSpacing));
}
@ -110,7 +106,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
if (!gridCache.IsValid)
{
ClearInternal();
CreateContent(CentrePosition);
CreateContent(StartPosition);
gridCache.Validate();
}
}
@ -118,7 +114,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// <summary>
/// Creates the content which visualises the grid ticks.
/// </summary>
protected abstract void CreateContent(Vector2 centrePosition);
protected abstract void CreateContent(Vector2 startPosition);
/// <summary>
/// Snaps a position to this grid.