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osu-lazer/osu.Game.Rulesets.Mania/Edit/ManiaSelectionHandler.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.
using System;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Objects;
using osu.Game.Screens.Edit.Compose.Components;
namespace osu.Game.Rulesets.Mania.Edit
{
public partial class ManiaSelectionHandler : EditorSelectionHandler
{
[Resolved]
private HitObjectComposer composer { get; set; } = null!;
protected override void OnSelectionChanged()
{
base.OnSelectionChanged();
var selectedObjects = SelectedItems.OfType<ManiaHitObject>().ToArray();
SelectionBox.CanFlipX = canFlipX(selectedObjects);
SelectionBox.CanFlipY = canFlipY(selectedObjects);
}
public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent)
{
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var hitObjectBlueprint = (HitObjectSelectionBlueprint)moveEvent.Blueprint;
int lastColumn = ((ManiaHitObject)hitObjectBlueprint.Item).Column;
performColumnMovement(lastColumn, moveEvent);
return true;
}
public override bool HandleFlip(Direction direction, bool flipOverOrigin)
{
var selectedObjects = SelectedItems.OfType<ManiaHitObject>().ToArray();
var maniaPlayfield = ((ManiaHitObjectComposer)composer).Playfield;
if (selectedObjects.Length == 0)
return false;
switch (direction)
{
case Direction.Horizontal:
if (!canFlipX(selectedObjects))
return false;
int firstColumn = flipOverOrigin ? 0 : selectedObjects.Min(ho => ho.Column);
int lastColumn = flipOverOrigin ? (int)EditorBeatmap.BeatmapInfo.Difficulty.CircleSize - 1 : selectedObjects.Max(ho => ho.Column);
performOnSelection(maniaObject =>
{
maniaPlayfield.Remove(maniaObject);
maniaObject.Column = firstColumn + (lastColumn - maniaObject.Column);
maniaPlayfield.Add(maniaObject);
});
return true;
case Direction.Vertical:
if (!canFlipY(selectedObjects))
return false;
double selectionStartTime = selectedObjects.Min(ho => ho.StartTime);
double selectionEndTime = selectedObjects.Max(ho => ho.GetEndTime());
performOnSelection(hitObject =>
{
hitObject.StartTime = selectionStartTime + (selectionEndTime - hitObject.GetEndTime());
});
return true;
default:
throw new ArgumentOutOfRangeException(nameof(direction), direction, "Cannot flip over the supplied direction.");
}
}
private static bool canFlipX(ManiaHitObject[] selectedObjects)
=> selectedObjects.Select(ho => ho.Column).Distinct().Count() > 1;
private static bool canFlipY(ManiaHitObject[] selectedObjects)
=> selectedObjects.Length > 1 && selectedObjects.Min(ho => ho.StartTime) < selectedObjects.Max(ho => ho.GetEndTime());
private void performColumnMovement(int lastColumn, MoveSelectionEvent<HitObject> moveEvent)
{
var maniaPlayfield = ((ManiaHitObjectComposer)composer).Playfield;
var currentColumn = maniaPlayfield.GetColumnByPosition(moveEvent.Blueprint.ScreenSpaceSelectionPoint + moveEvent.ScreenSpaceDelta);
if (currentColumn == null)
return;
int columnDelta = currentColumn.Index - lastColumn;
if (columnDelta == 0)
return;
int minColumn = int.MaxValue;
int maxColumn = int.MinValue;
Ensure selection is preserved when moving selection between columns Closes https://github.com/ppy/osu/issues/29793. I believe that the sequence of events that makes this happens is as follows: - User selects a range of objects. Some of those objects are off-screen, and thus would be presumed to be not alive - except the blueprint container forces them to remain alive, because they're part of the selection. - User moves the selection to another column, which is implemented by temporarily removing the objects from the playfield, changing their column, and re-adding them. This sort of pattern is supposed to kick off the `HitObjectUsageTransferred` flow in `HitObjectUsageEventBuffer` - and it does... for objects that are *currently visible on screen* and thus would be alive regardless of `SetKeepAlive()`. However, this does not hold for objects that are off-screen - nothing ensures they are kept alive again after re-adding, and thus they inadvertently become dead. - Thus, this doesn't kick off the `BlueprintContainer` flows associated with transferring objects to another column, and instead fires the removal flows, which ensure that the off-screen objects that were being moved are instead deselected. I tried a few other options but found no better resolution than this - calling `SetKeepAlive()` directly would require making it public, which seems like a bad idea. There's really no good way to generically handle this either, because it is the ruleset that decides that its way of implementing this operation will be a removal and re-add of objects, so...
2024-09-17 19:07:57 +08:00
var selectedObjects = EditorBeatmap.SelectedHitObjects.OfType<ManiaHitObject>().ToArray();
// find min/max in an initial pass before actually performing the movement.
Ensure selection is preserved when moving selection between columns Closes https://github.com/ppy/osu/issues/29793. I believe that the sequence of events that makes this happens is as follows: - User selects a range of objects. Some of those objects are off-screen, and thus would be presumed to be not alive - except the blueprint container forces them to remain alive, because they're part of the selection. - User moves the selection to another column, which is implemented by temporarily removing the objects from the playfield, changing their column, and re-adding them. This sort of pattern is supposed to kick off the `HitObjectUsageTransferred` flow in `HitObjectUsageEventBuffer` - and it does... for objects that are *currently visible on screen* and thus would be alive regardless of `SetKeepAlive()`. However, this does not hold for objects that are off-screen - nothing ensures they are kept alive again after re-adding, and thus they inadvertently become dead. - Thus, this doesn't kick off the `BlueprintContainer` flows associated with transferring objects to another column, and instead fires the removal flows, which ensure that the off-screen objects that were being moved are instead deselected. I tried a few other options but found no better resolution than this - calling `SetKeepAlive()` directly would require making it public, which seems like a bad idea. There's really no good way to generically handle this either, because it is the ruleset that decides that its way of implementing this operation will be a removal and re-add of objects, so...
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foreach (var obj in selectedObjects)
{
if (obj.Column < minColumn)
minColumn = obj.Column;
if (obj.Column > maxColumn)
maxColumn = obj.Column;
}
columnDelta = Math.Clamp(columnDelta, -minColumn, maniaPlayfield.TotalColumns - 1 - maxColumn);
performOnSelection(h =>
{
maniaPlayfield.Remove(h);
h.Column += columnDelta;
maniaPlayfield.Add(h);
});
}
private void performOnSelection(Action<ManiaHitObject> action)
{
var selectedObjects = EditorBeatmap.SelectedHitObjects.OfType<ManiaHitObject>().ToArray();
EditorBeatmap.PerformOnSelection(h => action.Invoke((ManiaHitObject)h));
Ensure selection is preserved when moving selection between columns Closes https://github.com/ppy/osu/issues/29793. I believe that the sequence of events that makes this happens is as follows: - User selects a range of objects. Some of those objects are off-screen, and thus would be presumed to be not alive - except the blueprint container forces them to remain alive, because they're part of the selection. - User moves the selection to another column, which is implemented by temporarily removing the objects from the playfield, changing their column, and re-adding them. This sort of pattern is supposed to kick off the `HitObjectUsageTransferred` flow in `HitObjectUsageEventBuffer` - and it does... for objects that are *currently visible on screen* and thus would be alive regardless of `SetKeepAlive()`. However, this does not hold for objects that are off-screen - nothing ensures they are kept alive again after re-adding, and thus they inadvertently become dead. - Thus, this doesn't kick off the `BlueprintContainer` flows associated with transferring objects to another column, and instead fires the removal flows, which ensure that the off-screen objects that were being moved are instead deselected. I tried a few other options but found no better resolution than this - calling `SetKeepAlive()` directly would require making it public, which seems like a bad idea. There's really no good way to generically handle this either, because it is the ruleset that decides that its way of implementing this operation will be a removal and re-add of objects, so...
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// `HitObjectUsageEventBuffer`'s usage transferal flows and the playfield's `SetKeepAlive()` functionality do not combine well with mania's usage patterns,
Ensure selection is preserved when moving selection between columns Closes https://github.com/ppy/osu/issues/29793. I believe that the sequence of events that makes this happens is as follows: - User selects a range of objects. Some of those objects are off-screen, and thus would be presumed to be not alive - except the blueprint container forces them to remain alive, because they're part of the selection. - User moves the selection to another column, which is implemented by temporarily removing the objects from the playfield, changing their column, and re-adding them. This sort of pattern is supposed to kick off the `HitObjectUsageTransferred` flow in `HitObjectUsageEventBuffer` - and it does... for objects that are *currently visible on screen* and thus would be alive regardless of `SetKeepAlive()`. However, this does not hold for objects that are off-screen - nothing ensures they are kept alive again after re-adding, and thus they inadvertently become dead. - Thus, this doesn't kick off the `BlueprintContainer` flows associated with transferring objects to another column, and instead fires the removal flows, which ensure that the off-screen objects that were being moved are instead deselected. I tried a few other options but found no better resolution than this - calling `SetKeepAlive()` directly would require making it public, which seems like a bad idea. There's really no good way to generically handle this either, because it is the ruleset that decides that its way of implementing this operation will be a removal and re-add of objects, so...
2024-09-17 19:07:57 +08:00
// leading to selections being sometimes partially dropped if some of the objects being moved are off screen
// (check blame for detailed explanation).
// thus, ensure that selection is preserved manually.
EditorBeatmap.SelectedHitObjects.Clear();
EditorBeatmap.SelectedHitObjects.AddRange(selectedObjects);
}
}
}