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

This commit is contained in:
Dean Herbert
2020-05-21 12:50:33 +09:00
29 changed files with 243 additions and 231 deletions

View File

@ -75,31 +75,61 @@ namespace osu.Game.Rulesets.Mania.Edit
}
else
{
var placementTime = GetSnappedPosition(ToLocalSpace(inputManager.CurrentState.Mouse.Position), 0).time;
beatSnapGrid.SelectionTimeRange = (placementTime, placementTime);
var result = SnapScreenSpacePositionToValidTime(inputManager.CurrentState.Mouse.Position);
if (result.Time is double time)
beatSnapGrid.SelectionTimeRange = (time, time);
else
beatSnapGrid.SelectionTimeRange = null;
}
}
public override (Vector2 position, double time) GetSnappedPosition(Vector2 position, double time)
public override SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition)
{
var hoc = Playfield.GetColumn(0).HitObjectContainer;
var column = ColumnAt(screenSpacePosition);
float targetPosition = hoc.ToLocalSpace(ToScreenSpace(position)).Y;
if (column == null)
return new SnapResult(screenSpacePosition, null);
if (drawableRuleset.ScrollingInfo.Direction.Value == ScrollingDirection.Down)
var hoc = column.HitObjectContainer;
// convert to local space of column so we can snap and fetch correct location.
Vector2 localPosition = hoc.ToLocalSpace(screenSpacePosition);
var scrollInfo = drawableRuleset.ScrollingInfo;
if (scrollInfo.Direction.Value == 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.
targetPosition = hoc.DrawHeight - targetPosition;
localPosition.Y = hoc.DrawHeight - localPosition.Y;
}
double targetTime = drawableRuleset.ScrollingInfo.Algorithm.TimeAt(targetPosition,
EditorClock.CurrentTime,
drawableRuleset.ScrollingInfo.TimeRange.Value,
hoc.DrawHeight);
double targetTime = scrollInfo.Algorithm.TimeAt(localPosition.Y, EditorClock.CurrentTime, scrollInfo.TimeRange.Value, hoc.DrawHeight);
return base.GetSnappedPosition(position, targetTime);
// apply beat snapping
targetTime = BeatSnapProvider.SnapTime(targetTime);
// convert back to screen space
screenSpacePosition = ScreenSpacePositionAtTime(targetTime, column);
return new ManiaSnapResult(screenSpacePosition, targetTime, column);
}
public Vector2 ScreenSpacePositionAtTime(double time, Column column = null)
{
var hoc = (column ?? Playfield.GetColumn(0)).HitObjectContainer;
var scrollInfo = drawableRuleset.ScrollingInfo;
var pos = scrollInfo.Algorithm.PositionAt(time, EditorClock.CurrentTime, scrollInfo.TimeRange.Value, hoc.DrawHeight);
if (scrollInfo.Direction.Value == ScrollingDirection.Down)
{
// as explained above
pos = hoc.DrawHeight - pos;
}
return hoc.ToScreenSpace(new Vector2(hoc.DrawWidth / 2, pos));
}
protected override DrawableRuleset<ManiaHitObject> CreateDrawableRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)