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100 lines
2.9 KiB
C#
100 lines
2.9 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using System.Drawing.Imaging;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using OpenTK;
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namespace osu.Game.Rulesets.Osu.Edit.Masks
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{
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public partial class SliderPlacementMask : PlacementMask
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{
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public new Slider HitObject => (Slider)base.HitObject;
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private readonly CirclePlacementMask headMask;
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private readonly CirclePlacementMask tailMask;
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private readonly List<Vector2> controlPoints = new List<Vector2>();
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private PlacementState state = PlacementState.Head;
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public SliderPlacementMask()
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: base(new Slider())
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{
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RelativeSizeAxes = Axes.Both;
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InternalChildren = new Drawable[]
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{
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headMask = new CirclePlacementMask(),
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tailMask = new CirclePlacementMask(),
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};
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setState(PlacementState.Head);
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}
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protected override bool OnMouseMove(MouseMoveEvent e)
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{
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switch (state)
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{
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case PlacementState.Head:
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headMask.Position = e.MousePosition;
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return true;
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case PlacementState.Tail:
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tailMask.Position = ToLocalSpace(e.ScreenSpaceMousePosition);
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return true;
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}
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return false;
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}
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protected override bool OnClick(ClickEvent e)
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{
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switch (state)
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{
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case PlacementState.Head:
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setState(PlacementState.Tail);
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controlPoints.Add(Vector2.Zero);
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break;
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case PlacementState.Tail:
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controlPoints.Add(tailMask.Position - headMask.Position);
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HitObject.Position = headMask.Position;
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HitObject.ControlPoints = controlPoints.ToList();
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HitObject.CurveType = CurveType.Linear;
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HitObject.Distance = Vector2.Distance(controlPoints.First(), controlPoints.Last());
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Finish();
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break;
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}
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return base.OnClick(e);
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}
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private void setState(PlacementState newState)
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{
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switch (newState)
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{
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case PlacementState.Head:
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tailMask.Alpha = 0;
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break;
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case PlacementState.Tail:
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tailMask.Alpha = 1;
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break;
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}
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state = newState;
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}
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private enum PlacementState
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{
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Head,
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Body,
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Tail
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}
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}
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}
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