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Merge pull request #16576 from frenzibyte/osu-distance-spacing
Add "distance spacing" support in editor for osu! ruleset
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162
osu.Game/Rulesets/Edit/DistancedHitObjectComposer.cs
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162
osu.Game/Rulesets/Edit/DistancedHitObjectComposer.cs
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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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Overlays.Settings.Sections;
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using osu.Game.Rulesets.Objects;
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using osuTK;
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namespace osu.Game.Rulesets.Edit
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{
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/// <summary>
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/// Represents a <see cref="HitObjectComposer{TObject}"/> for rulesets with the concept of distances between objects.
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/// </summary>
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/// <typeparam name="TObject">The base type of supported objects.</typeparam>
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[Cached(typeof(IDistanceSnapProvider))]
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public abstract class DistancedHitObjectComposer<TObject> : HitObjectComposer<TObject>, IDistanceSnapProvider
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where TObject : HitObject
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{
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protected Bindable<double> DistanceSpacingMultiplier { get; } = new BindableDouble(1.0)
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{
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MinValue = 0.1,
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MaxValue = 6.0,
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Precision = 0.01,
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};
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IBindable<double> IDistanceSnapProvider.DistanceSpacingMultiplier => DistanceSpacingMultiplier;
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protected ExpandingToolboxContainer RightSideToolboxContainer { get; private set; }
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private ExpandableSlider<double, SizeSlider<double>> distanceSpacingSlider;
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private bool distanceSpacingScrollActive;
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protected DistancedHitObjectComposer(Ruleset ruleset)
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: base(ruleset)
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{
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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AddInternal(RightSideToolboxContainer = new ExpandingToolboxContainer
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{
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Alpha = DistanceSpacingMultiplier.Disabled ? 0 : 1,
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Child = new EditorToolboxGroup("snapping")
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{
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Child = distanceSpacingSlider = new ExpandableSlider<double, SizeSlider<double>>
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{
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Current = { BindTarget = DistanceSpacingMultiplier },
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KeyboardStep = 0.1f,
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}
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}
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});
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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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if (!DistanceSpacingMultiplier.Disabled)
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{
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DistanceSpacingMultiplier.Value = EditorBeatmap.BeatmapInfo.DistanceSpacing;
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DistanceSpacingMultiplier.BindValueChanged(v =>
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{
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distanceSpacingSlider.ContractedLabelText = $"D. S. ({v.NewValue:0.##x})";
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distanceSpacingSlider.ExpandedLabelText = $"Distance Spacing ({v.NewValue:0.##x})";
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EditorBeatmap.BeatmapInfo.DistanceSpacing = v.NewValue;
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}, true);
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}
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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if (!DistanceSpacingMultiplier.Disabled && e.ControlPressed && e.AltPressed && !e.Repeat)
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{
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RightSideToolboxContainer.Expanded.Value = true;
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distanceSpacingScrollActive = true;
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return true;
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}
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return base.OnKeyDown(e);
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}
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protected override void OnKeyUp(KeyUpEvent e)
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{
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if (!DistanceSpacingMultiplier.Disabled && distanceSpacingScrollActive && (!e.AltPressed || !e.ControlPressed))
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{
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RightSideToolboxContainer.Expanded.Value = false;
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distanceSpacingScrollActive = false;
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}
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}
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protected override bool OnScroll(ScrollEvent e)
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{
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if (distanceSpacingScrollActive)
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{
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DistanceSpacingMultiplier.Value += e.ScrollDelta.Y * (e.IsPrecise ? 0.01f : 0.1f);
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return true;
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}
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return base.OnScroll(e);
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}
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public virtual float GetBeatSnapDistanceAt(HitObject referenceObject)
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{
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return (float)(100 * EditorBeatmap.Difficulty.SliderMultiplier * referenceObject.DifficultyControlPoint.SliderVelocity / BeatSnapProvider.BeatDivisor);
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}
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public virtual float DurationToDistance(HitObject referenceObject, double duration)
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{
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double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceObject.StartTime);
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return (float)(duration / beatLength * GetBeatSnapDistanceAt(referenceObject));
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}
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public virtual double DistanceToDuration(HitObject referenceObject, float distance)
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{
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double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceObject.StartTime);
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return distance / GetBeatSnapDistanceAt(referenceObject) * beatLength;
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}
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public virtual double GetSnappedDurationFromDistance(HitObject referenceObject, float distance)
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=> BeatSnapProvider.SnapTime(referenceObject.StartTime + DistanceToDuration(referenceObject, distance), referenceObject.StartTime) - referenceObject.StartTime;
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public virtual float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance)
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{
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double startTime = referenceObject.StartTime;
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double actualDuration = startTime + DistanceToDuration(referenceObject, distance);
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double snappedEndTime = BeatSnapProvider.SnapTime(actualDuration, startTime);
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double beatLength = BeatSnapProvider.GetBeatLengthAtTime(startTime);
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// we don't want to exceed the actual duration and snap to a point in the future.
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// as we are snapping to beat length via SnapTime (which will round-to-nearest), check for snapping in the forward direction and reverse it.
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if (snappedEndTime > actualDuration + 1)
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snappedEndTime -= beatLength;
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return DurationToDistance(referenceObject, snappedEndTime - startTime);
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}
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protected class ExpandingToolboxContainer : ExpandingContainer
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{
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protected override double HoverExpansionDelay => 250;
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public ExpandingToolboxContainer()
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: base(130, 250)
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{
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RelativeSizeAxes = Axes.Y;
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Padding = new MarginPadding { Left = 10 };
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FillFlow.Spacing = new Vector2(10);
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}
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}
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}
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}
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@ -381,44 +381,6 @@ namespace osu.Game.Rulesets.Edit
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return new SnapResult(screenSpacePosition, targetTime, playfield);
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}
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public override float GetBeatSnapDistanceAt(HitObject referenceObject)
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{
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return (float)(100 * EditorBeatmap.Difficulty.SliderMultiplier * referenceObject.DifficultyControlPoint.SliderVelocity / BeatSnapProvider.BeatDivisor);
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}
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public override float DurationToDistance(HitObject referenceObject, double duration)
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{
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double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceObject.StartTime);
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return (float)(duration / beatLength * GetBeatSnapDistanceAt(referenceObject));
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}
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public override double DistanceToDuration(HitObject referenceObject, float distance)
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{
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double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceObject.StartTime);
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return distance / GetBeatSnapDistanceAt(referenceObject) * beatLength;
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}
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public override double GetSnappedDurationFromDistance(HitObject referenceObject, float distance)
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=> BeatSnapProvider.SnapTime(referenceObject.StartTime + DistanceToDuration(referenceObject, distance), referenceObject.StartTime) - referenceObject.StartTime;
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public override float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance)
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{
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double startTime = referenceObject.StartTime;
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double actualDuration = startTime + DistanceToDuration(referenceObject, distance);
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double snappedEndTime = BeatSnapProvider.SnapTime(actualDuration, startTime);
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double beatLength = BeatSnapProvider.GetBeatLengthAtTime(startTime);
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// we don't want to exceed the actual duration and snap to a point in the future.
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// as we are snapping to beat length via SnapTime (which will round-to-nearest), check for snapping in the forward direction and reverse it.
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if (snappedEndTime > actualDuration + 1)
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snappedEndTime -= beatLength;
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return DurationToDistance(referenceObject, snappedEndTime - startTime);
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}
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#endregion
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private class LeftToolboxFlow : ExpandingButtonContainer
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@ -471,16 +433,6 @@ namespace osu.Game.Rulesets.Edit
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public virtual SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition) =>
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new SnapResult(screenSpacePosition, null);
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public abstract float GetBeatSnapDistanceAt(HitObject referenceObject);
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public abstract float DurationToDistance(HitObject referenceObject, double duration);
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public abstract double DistanceToDuration(HitObject referenceObject, float distance);
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public abstract double GetSnappedDurationFromDistance(HitObject referenceObject, float distance);
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public abstract float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance);
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#endregion
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}
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}
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58
osu.Game/Rulesets/Edit/IDistanceSnapProvider.cs
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58
osu.Game/Rulesets/Edit/IDistanceSnapProvider.cs
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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 osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Edit
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{
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public interface IDistanceSnapProvider : IPositionSnapProvider
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{
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/// <summary>
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/// The spacing multiplier applied to beat snap distances.
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/// </summary>
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/// <seealso cref="BeatmapInfo.DistanceSpacing"/>
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IBindable<double> DistanceSpacingMultiplier { get; }
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/// <summary>
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/// Retrieves the distance between two points within a timing point that are one beat length apart.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <returns>The distance between two points residing in the timing point that are one beat length apart.</returns>
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float GetBeatSnapDistanceAt(HitObject referenceObject);
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/// <summary>
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/// Converts a duration to a distance.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="duration">The duration to convert.</param>
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/// <returns>A value that represents <paramref name="duration"/> as a distance in the timing point.</returns>
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float DurationToDistance(HitObject referenceObject, double duration);
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/// <summary>
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/// Converts a distance to a duration.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns>A value that represents <paramref name="distance"/> as a duration in the timing point.</returns>
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double DistanceToDuration(HitObject referenceObject, float distance);
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/// <summary>
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/// Converts a distance to a snapped duration.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns>A value that represents <paramref name="distance"/> as a duration snapped to the closest beat of the timing point.</returns>
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double GetSnappedDurationFromDistance(HitObject referenceObject, float distance);
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/// <summary>
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/// Converts an unsnapped distance to a snapped distance.
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/// The returned distance will always be floored (as to never exceed the provided <paramref name="distance"/>.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns>A value that represents <paramref name="distance"/> snapped to the closest beat of the timing point.</returns>
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float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance);
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}
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}
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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 osu.Game.Rulesets.Objects;
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using osuTK;
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namespace osu.Game.Rulesets.Edit
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@ -24,45 +23,5 @@ namespace osu.Game.Rulesets.Edit
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/// <param name="screenSpacePosition">The screen-space position to be snapped.</param>
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/// <returns>The position post-snapping. Time will always be null.</returns>
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SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition);
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/// <summary>
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/// Retrieves the distance between two points within a timing point that are one beat length apart.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <returns>The distance between two points residing in the timing point that are one beat length apart.</returns>
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float GetBeatSnapDistanceAt(HitObject referenceObject);
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/// <summary>
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/// Converts a duration to a distance.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="duration">The duration to convert.</param>
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/// <returns>A value that represents <paramref name="duration"/> as a distance in the timing point.</returns>
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float DurationToDistance(HitObject referenceObject, double duration);
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/// <summary>
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/// Converts a distance to a duration.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns>A value that represents <paramref name="distance"/> as a duration in the timing point.</returns>
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double DistanceToDuration(HitObject referenceObject, float distance);
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/// <summary>
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/// Converts a distance to a snapped duration.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns>A value that represents <paramref name="distance"/> as a duration snapped to the closest beat of the timing point.</returns>
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double GetSnappedDurationFromDistance(HitObject referenceObject, float distance);
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/// <summary>
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/// Converts an unsnapped distance to a snapped distance.
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/// The returned distance will always be floored (as to never exceed the provided <paramref name="distance"/>.
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/// </summary>
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/// <param name="referenceObject">An object to be used as a reference point for this operation.</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns>A value that represents <paramref name="distance"/> snapped to the closest beat of the timing point.</returns>
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float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance);
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}
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}
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@ -15,7 +15,7 @@ namespace osu.Game.Rulesets.Objects
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/// <summary>
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/// Snaps the provided <paramref name="hitObject"/>'s duration using the <paramref name="snapProvider"/>.
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/// </summary>
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public static void SnapTo<THitObject>(this THitObject hitObject, IPositionSnapProvider? snapProvider)
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public static void SnapTo<THitObject>(this THitObject hitObject, IDistanceSnapProvider? snapProvider)
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where THitObject : HitObject, IHasPath
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{
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hitObject.Path.ExpectedDistance.Value = snapProvider?.GetSnappedDistanceFromDistance(hitObject, (float)hitObject.Path.CalculatedDistance) ?? hitObject.Path.CalculatedDistance;
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