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Merge branch 'editor-position-snap' into mania-distance-snap-grid
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@ -75,31 +75,61 @@ namespace osu.Game.Rulesets.Mania.Edit
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}
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else
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{
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var placementTime = GetSnappedPosition(ToLocalSpace(inputManager.CurrentState.Mouse.Position), 0).time;
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beatSnapGrid.SelectionTimeRange = (placementTime, placementTime);
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var result = SnapScreenSpacePositionToValidTime(inputManager.CurrentState.Mouse.Position);
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if (result.Time is double time)
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beatSnapGrid.SelectionTimeRange = (time, time);
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else
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beatSnapGrid.SelectionTimeRange = null;
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}
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}
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public override (Vector2 position, double time) GetSnappedPosition(Vector2 position, double time)
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public override SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition)
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{
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var hoc = Playfield.GetColumn(0).HitObjectContainer;
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var column = ColumnAt(screenSpacePosition);
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float targetPosition = hoc.ToLocalSpace(ToScreenSpace(position)).Y;
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if (column == null)
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return new SnapResult(screenSpacePosition, null);
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if (drawableRuleset.ScrollingInfo.Direction.Value == ScrollingDirection.Down)
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var hoc = column.HitObjectContainer;
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// convert to local space of column so we can snap and fetch correct location.
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Vector2 localPosition = hoc.ToLocalSpace(screenSpacePosition);
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var scrollInfo = drawableRuleset.ScrollingInfo;
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if (scrollInfo.Direction.Value == ScrollingDirection.Down)
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{
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// We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
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// The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position,
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// so when scrolling downwards the coordinates need to be flipped.
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targetPosition = hoc.DrawHeight - targetPosition;
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localPosition.Y = hoc.DrawHeight - localPosition.Y;
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}
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double targetTime = drawableRuleset.ScrollingInfo.Algorithm.TimeAt(targetPosition,
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EditorClock.CurrentTime,
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drawableRuleset.ScrollingInfo.TimeRange.Value,
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hoc.DrawHeight);
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double targetTime = scrollInfo.Algorithm.TimeAt(localPosition.Y, EditorClock.CurrentTime, scrollInfo.TimeRange.Value, hoc.DrawHeight);
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return base.GetSnappedPosition(position, targetTime);
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// apply beat snapping
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targetTime = BeatSnapProvider.SnapTime(targetTime);
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// convert back to screen space
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screenSpacePosition = ScreenSpacePositionAtTime(targetTime, column);
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return new ManiaSnapResult(screenSpacePosition, targetTime, column);
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}
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public Vector2 ScreenSpacePositionAtTime(double time, Column column = null)
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{
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var hoc = (column ?? Playfield.GetColumn(0)).HitObjectContainer;
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var scrollInfo = drawableRuleset.ScrollingInfo;
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var pos = scrollInfo.Algorithm.PositionAt(time, EditorClock.CurrentTime, scrollInfo.TimeRange.Value, hoc.DrawHeight);
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if (scrollInfo.Direction.Value == ScrollingDirection.Down)
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{
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// as explained above
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pos = hoc.DrawHeight - pos;
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}
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return hoc.ToScreenSpace(new Vector2(hoc.DrawWidth / 2, pos));
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}
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protected override DrawableRuleset<ManiaHitObject> CreateDrawableRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
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