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osu-lazer/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs

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// 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.
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#nullable disable
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
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using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input.Events;
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using osu.Framework.Utils;
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using osu.Game.Audio;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Compose;
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using osuTK;
using osuTK.Input;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
{
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public partial class SliderSelectionBlueprint : OsuSelectionBlueprint<Slider>
{
protected new DrawableSlider DrawableObject => (DrawableSlider)base.DrawableObject;
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protected SliderBodyPiece BodyPiece { get; private set; }
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protected SliderCircleOverlay HeadOverlay { get; private set; }
protected SliderCircleOverlay TailOverlay { get; private set; }
[CanBeNull]
protected PathControlPointVisualiser<Slider> ControlPointVisualiser { get; private set; }
[Resolved(CanBeNull = true)]
private IDistanceSnapProvider distanceSnapProvider { get; set; }
[Resolved(CanBeNull = true)]
private IPlacementHandler placementHandler { get; set; }
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[Resolved(CanBeNull = true)]
private EditorBeatmap editorBeatmap { get; set; }
[Resolved(CanBeNull = true)]
private IEditorChangeHandler changeHandler { get; set; }
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[Resolved(CanBeNull = true)]
private BindableBeatDivisor beatDivisor { get; set; }
public override Quad SelectionQuad => BodyPiece.ScreenSpaceDrawQuad;
private readonly BindableList<PathControlPoint> controlPoints = new BindableList<PathControlPoint>();
private readonly IBindable<int> pathVersion = new Bindable<int>();
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private readonly BindableList<HitObject> selectedObjects = new BindableList<HitObject>();
public SliderSelectionBlueprint(Slider slider)
: base(slider)
{
}
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[BackgroundDependencyLoader]
private void load()
{
InternalChildren = new Drawable[]
{
BodyPiece = new SliderBodyPiece(),
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HeadOverlay = CreateCircleOverlay(HitObject, SliderPosition.Start),
TailOverlay = CreateCircleOverlay(HitObject, SliderPosition.End),
};
}
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protected override void LoadComplete()
{
base.LoadComplete();
controlPoints.BindTo(HitObject.Path.ControlPoints);
pathVersion.BindTo(HitObject.Path.Version);
pathVersion.BindValueChanged(_ => editorBeatmap?.Update(HitObject));
BodyPiece.UpdateFrom(HitObject);
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if (editorBeatmap != null)
selectedObjects.BindTo(editorBeatmap.SelectedHitObjects);
selectedObjects.BindCollectionChanged((_, _) => updateVisualDefinition(), true);
}
public override bool HandleQuickDeletion()
{
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var hoveredControlPoint = ControlPointVisualiser?.Pieces.FirstOrDefault(p => p.IsHovered);
if (hoveredControlPoint == null)
return false;
hoveredControlPoint.IsSelected.Value = true;
ControlPointVisualiser.DeleteSelected();
return true;
}
protected override void Update()
{
base.Update();
if (IsSelected)
BodyPiece.UpdateFrom(HitObject);
}
protected override bool OnHover(HoverEvent e)
{
updateVisualDefinition();
return base.OnHover(e);
}
protected override void OnHoverLost(HoverLostEvent e)
{
updateVisualDefinition();
base.OnHoverLost(e);
}
protected override void OnSelected()
{
updateVisualDefinition();
base.OnSelected();
}
protected override void OnDeselected()
{
base.OnDeselected();
updateVisualDefinition();
BodyPiece.RecyclePath();
}
private void updateVisualDefinition()
{
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// To reduce overhead of drawing these blueprints, only add extra detail when only this slider is selected.
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if (IsSelected && selectedObjects.Count < 2)
{
if (ControlPointVisualiser == null)
{
AddInternal(ControlPointVisualiser = new PathControlPointVisualiser<Slider>(HitObject, true)
{
RemoveControlPointsRequested = removeControlPoints,
SplitControlPointsRequested = splitControlPoints
});
}
}
else
{
ControlPointVisualiser?.Expire();
ControlPointVisualiser = null;
}
}
private Vector2 rightClickPosition;
protected override bool OnMouseDown(MouseDownEvent e)
{
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switch (e.Button)
{
case MouseButton.Right:
rightClickPosition = e.MouseDownPosition;
return false; // Allow right click to be handled by context menu
case MouseButton.Left:
// If there's more than two objects selected, ctrl+click should deselect
if (e.ControlPressed && IsSelected && selectedObjects.Count < 2)
{
changeHandler?.BeginChange();
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placementControlPoint = addControlPoint(e.MousePosition);
ControlPointVisualiser?.SetSelectionTo(placementControlPoint);
return true; // Stop input from being handled and modifying the selection
}
break;
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}
return false;
}
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[CanBeNull]
private PathControlPoint placementControlPoint;
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protected override bool OnDragStart(DragStartEvent e)
{
if (placementControlPoint == null)
return base.OnDragStart(e);
ControlPointVisualiser?.DragStarted(placementControlPoint);
return true;
}
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protected override void OnDrag(DragEvent e)
{
base.OnDrag(e);
if (placementControlPoint != null)
ControlPointVisualiser?.DragInProgress(e);
}
protected override void OnMouseUp(MouseUpEvent e)
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{
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if (placementControlPoint != null)
{
if (IsDragged)
ControlPointVisualiser?.DragEnded();
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placementControlPoint = null;
changeHandler?.EndChange();
}
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}
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protected override bool OnKeyDown(KeyDownEvent e)
{
if (!IsSelected)
return false;
if (e.Key == Key.F && e.ControlPressed && e.ShiftPressed)
{
convertToStream();
return true;
}
return false;
}
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private PathControlPoint addControlPoint(Vector2 position)
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{
position -= HitObject.Position;
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int insertionIndex = 0;
float minDistance = float.MaxValue;
for (int i = 0; i < controlPoints.Count - 1; i++)
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{
float dist = new Line(controlPoints[i].Position, controlPoints[i + 1].Position).DistanceToPoint(position);
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if (dist < minDistance)
{
insertionIndex = i + 1;
minDistance = dist;
}
}
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var pathControlPoint = new PathControlPoint { Position = position };
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// Move the control points from the insertion index onwards to make room for the insertion
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controlPoints.Insert(insertionIndex, pathControlPoint);
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ControlPointVisualiser?.EnsureValidPathTypes();
HitObject.SnapTo(distanceSnapProvider);
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return pathControlPoint;
}
private void removeControlPoints(List<PathControlPoint> toRemove)
{
// Ensure that there are any points to be deleted
if (toRemove.Count == 0)
return;
foreach (var c in toRemove)
{
// The first control point in the slider must have a type, so take it from the previous "first" one
// Todo: Should be handled within SliderPath itself
if (c == controlPoints[0] && controlPoints.Count > 1 && controlPoints[1].Type == null)
controlPoints[1].Type = controlPoints[0].Type;
controlPoints.Remove(c);
}
ControlPointVisualiser?.EnsureValidPathTypes();
// Snap the slider to the current beat divisor before checking length validity.
HitObject.SnapTo(distanceSnapProvider);
// If there are 0 or 1 remaining control points, or the slider has an invalid length, it is in a degenerate form and should be deleted
if (controlPoints.Count <= 1 || !HitObject.Path.HasValidLength)
{
placementHandler?.Delete(HitObject);
return;
}
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// The path will have a non-zero offset if the head is removed, but sliders don't support this behaviour since the head is positioned at the slider's position
// So the slider needs to be offset by this amount instead, and all control points offset backwards such that the path is re-positioned at (0, 0)
Vector2 first = controlPoints[0].Position;
foreach (var c in controlPoints)
c.Position -= first;
HitObject.Position += first;
}
private void splitControlPoints(List<PathControlPoint> controlPointsToSplitAt)
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{
// Arbitrary gap in milliseconds to put between split slider pieces
const double split_gap = 100;
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// Ensure that there are any points to be split
if (controlPointsToSplitAt.Count == 0)
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return;
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editorBeatmap.SelectedHitObjects.Clear();
foreach (var splitPoint in controlPointsToSplitAt)
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{
if (splitPoint == controlPoints[0] || splitPoint == controlPoints[^1] || splitPoint.Type == null)
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continue;
// Split off the section of slider before this control point so the remaining control points to split are in the latter part of the slider.
int index = controlPoints.IndexOf(splitPoint);
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if (index <= 0)
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continue;
// Extract the split portion and remove from the original slider.
var splitControlPoints = controlPoints.Take(index + 1).ToList();
controlPoints.RemoveRange(0, index);
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var newSlider = new Slider
{
StartTime = HitObject.StartTime,
Position = HitObject.Position + splitControlPoints[0].Position,
NewCombo = HitObject.NewCombo,
Samples = HitObject.Samples.Select(s => s.With()).ToList(),
RepeatCount = HitObject.RepeatCount,
NodeSamples = HitObject.NodeSamples.Select(n => (IList<HitSampleInfo>)n.Select(s => s.With()).ToList()).ToList(),
Path = new SliderPath(splitControlPoints.Select(o => new PathControlPoint(o.Position - splitControlPoints[0].Position, o == splitControlPoints[^1] ? null : o.Type)).ToArray())
};
// Increase the start time of the slider before adding the new slider so the new slider is immediately inserted at the correct index and internal state remains valid.
HitObject.StartTime += split_gap;
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editorBeatmap.Add(newSlider);
HitObject.NewCombo = false;
HitObject.Path.ExpectedDistance.Value -= newSlider.Path.CalculatedDistance;
HitObject.StartTime += newSlider.SpanDuration;
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// In case the remainder of the slider has no length left over, give it length anyways so we don't get a 0 length slider.
if (HitObject.Path.ExpectedDistance.Value <= Precision.DOUBLE_EPSILON)
{
HitObject.Path.ExpectedDistance.Value = null;
}
}
// Once all required pieces have been split off, the original slider has the final split.
// As a final step, we must reset its control points to have an origin of (0,0).
Vector2 first = controlPoints[0].Position;
foreach (var c in controlPoints)
c.Position -= first;
HitObject.Position += first;
}
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private void convertToStream()
{
if (editorBeatmap == null || beatDivisor == null)
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return;
var timingPoint = editorBeatmap.ControlPointInfo.TimingPointAt(HitObject.StartTime);
double streamSpacing = timingPoint.BeatLength / beatDivisor.Value;
changeHandler?.BeginChange();
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int i = 0;
double time = HitObject.StartTime;
while (!Precision.DefinitelyBigger(time, HitObject.GetEndTime(), 1))
{
// positionWithRepeats is a fractional number in the range of [0, HitObject.SpanCount()]
// and indicates how many fractional spans of a slider have passed up to time.
double positionWithRepeats = (time - HitObject.StartTime) / HitObject.Duration * HitObject.SpanCount();
double pathPosition = positionWithRepeats - (int)positionWithRepeats;
// every second span is in the reverse direction - need to reverse the path position.
if (positionWithRepeats % 2 >= 1)
pathPosition = 1 - pathPosition;
Vector2 position = HitObject.Position + HitObject.Path.PositionAt(pathPosition);
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editorBeatmap.Add(new HitCircle
{
StartTime = time,
Position = position,
NewCombo = i == 0 && HitObject.NewCombo,
Samples = HitObject.HeadCircle.Samples.Select(s => s.With()).ToList()
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});
i += 1;
time = HitObject.StartTime + i * streamSpacing;
}
editorBeatmap.Remove(HitObject);
changeHandler?.EndChange();
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}
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public override MenuItem[] ContextMenuItems => new MenuItem[]
{
new OsuMenuItem("Add control point", MenuItemType.Standard, () =>
{
changeHandler?.BeginChange();
addControlPoint(rightClickPosition);
changeHandler?.EndChange();
}),
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new OsuMenuItem("Convert to stream", MenuItemType.Destructive, convertToStream),
};
// Always refer to the drawable object's slider body so subsequent movement deltas are calculated with updated positions.
public override Vector2 ScreenSpaceSelectionPoint => DrawableObject.SliderBody?.ToScreenSpace(DrawableObject.SliderBody.PathOffset)
?? BodyPiece.ToScreenSpace(BodyPiece.PathStartLocation);
protected override Vector2[] ScreenSpaceAdditionalNodes => new[]
{
DrawableObject.SliderBody?.ToScreenSpace(DrawableObject.SliderBody.PathEndOffset) ?? BodyPiece.ToScreenSpace(BodyPiece.PathEndLocation)
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};
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
{
if (BodyPiece.ReceivePositionalInputAt(screenSpacePos))
return true;
if (ControlPointVisualiser == null)
return false;
foreach (var p in ControlPointVisualiser.Pieces)
{
if (p.ReceivePositionalInputAt(screenSpacePos))
return true;
}
return false;
}
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protected virtual SliderCircleOverlay CreateCircleOverlay(Slider slider, SliderPosition position) => new SliderCircleOverlay(slider, position);
}
}