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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
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using System ;
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using System.Collections.Generic ;
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using System.Collections.Specialized ;
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using System.Diagnostics ;
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using System.Linq ;
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using Humanizer ;
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using osu.Framework.Allocation ;
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using osu.Framework.Bindables ;
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using osu.Framework.Graphics ;
using osu.Framework.Graphics.Containers ;
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using osu.Framework.Graphics.Cursor ;
using osu.Framework.Graphics.UserInterface ;
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using osu.Framework.Input ;
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using osu.Framework.Input.Bindings ;
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using osu.Framework.Input.Events ;
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using osu.Game.Graphics.UserInterface ;
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using osu.Game.Rulesets.Edit ;
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using osu.Game.Rulesets.Objects ;
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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 osu.Game.Screens.Edit ;
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using osuTK ;
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using osuTK.Input ;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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{
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public partial class PathControlPointVisualiser < T > : CompositeDrawable , IKeyBindingHandler < PlatformAction > , IHasContextMenu
where T : OsuHitObject , IHasPath
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{
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public override bool ReceivePositionalInputAt ( Vector2 screenSpacePos ) = > true ; // allow context menu to appear outside of the playfield.
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internal readonly Container < PathControlPointPiece < T > > Pieces ;
internal readonly Container < PathControlPointConnectionPiece < T > > Connections ;
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private readonly IBindableList < PathControlPoint > controlPoints = new BindableList < PathControlPoint > ( ) ;
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private readonly T hitObject ;
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private readonly bool allowSelection ;
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private InputManager inputManager ;
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public Action < List < PathControlPoint > > RemoveControlPointsRequested ;
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public Action < List < PathControlPoint > > SplitControlPointsRequested ;
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[Resolved(CanBeNull = true)]
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private IPositionSnapProvider positionSnapProvider { get ; set ; }
[Resolved(CanBeNull = true)]
private IDistanceSnapProvider distanceSnapProvider { get ; set ; }
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public PathControlPointVisualiser ( T hitObject , bool allowSelection )
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{
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this . hitObject = hitObject ;
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this . allowSelection = allowSelection ;
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RelativeSizeAxes = Axes . Both ;
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InternalChildren = new Drawable [ ]
{
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Connections = new Container < PathControlPointConnectionPiece < T > > { RelativeSizeAxes = Axes . Both } ,
Pieces = new Container < PathControlPointPiece < T > > { RelativeSizeAxes = Axes . Both }
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} ;
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}
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protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
inputManager = GetContainingInputManager ( ) ;
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controlPoints . CollectionChanged + = onControlPointsChanged ;
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controlPoints . BindTo ( hitObject . Path . ControlPoints ) ;
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}
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/// <summary>
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/// Selects the <see cref="PathControlPointPiece{T}"/> corresponding to the given <paramref name="pathControlPoint"/>,
/// and deselects all other <see cref="PathControlPointPiece{T}"/>s.
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/// </summary>
public void SetSelectionTo ( PathControlPoint pathControlPoint )
{
foreach ( var p in Pieces )
p . IsSelected . Value = p . ControlPoint = = pathControlPoint ;
}
/// <summary>
/// Delete all visually selected <see cref="PathControlPoint"/>s.
/// </summary>
/// <returns></returns>
public bool DeleteSelected ( )
{
List < PathControlPoint > toRemove = Pieces . Where ( p = > p . IsSelected . Value ) . Select ( p = > p . ControlPoint ) . ToList ( ) ;
// Ensure that there are any points to be deleted
if ( toRemove . Count = = 0 )
return false ;
changeHandler ? . BeginChange ( ) ;
RemoveControlPointsRequested ? . Invoke ( toRemove ) ;
changeHandler ? . EndChange ( ) ;
// Since pieces are re-used, they will not point to the deleted control points while remaining selected
foreach ( var piece in Pieces )
piece . IsSelected . Value = false ;
return true ;
}
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private bool splitSelected ( )
{
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List < PathControlPoint > controlPointsToSplitAt = Pieces . Where ( p = > p . IsSelected . Value & & isSplittable ( p ) ) . Select ( p = > p . ControlPoint ) . ToList ( ) ;
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// Ensure that there are any points to be split
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if ( controlPointsToSplitAt . Count = = 0 )
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return false ;
changeHandler ? . BeginChange ( ) ;
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SplitControlPointsRequested ? . Invoke ( controlPointsToSplitAt ) ;
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changeHandler ? . EndChange ( ) ;
// Since pieces are re-used, they will not point to the deleted control points while remaining selected
foreach ( var piece in Pieces )
piece . IsSelected . Value = false ;
return true ;
}
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private bool isSplittable ( PathControlPointPiece < T > p ) = >
// A hit object can only be split on control points which connect two different path segments.
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p . ControlPoint . Type . HasValue & & p ! = Pieces . FirstOrDefault ( ) & & p ! = Pieces . LastOrDefault ( ) ;
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private void onControlPointsChanged ( object sender , NotifyCollectionChangedEventArgs e )
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{
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switch ( e . Action )
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{
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case NotifyCollectionChangedAction . Add :
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Debug . Assert ( e . NewItems ! = null ) ;
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// If inserting in the path (not appending),
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// update indices of existing connections after insert location
if ( e . NewStartingIndex < Pieces . Count )
{
foreach ( var connection in Connections )
{
if ( connection . ControlPointIndex > = e . NewStartingIndex )
connection . ControlPointIndex + = e . NewItems . Count ;
}
}
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for ( int i = 0 ; i < e . NewItems . Count ; i + + )
{
var point = ( PathControlPoint ) e . NewItems [ i ] ;
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Pieces . Add ( new PathControlPointPiece < T > ( hitObject , point ) . With ( d = >
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{
if ( allowSelection )
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d . RequestSelection = selectionRequested ;
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d . DragStarted = DragStarted ;
d . DragInProgress = DragInProgress ;
d . DragEnded = DragEnded ;
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} ) ) ;
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Connections . Add ( new PathControlPointConnectionPiece < T > ( hitObject , e . NewStartingIndex + i ) ) ;
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}
break ;
case NotifyCollectionChangedAction . Remove :
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Debug . Assert ( e . OldItems ! = null ) ;
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foreach ( var point in e . OldItems . Cast < PathControlPoint > ( ) )
{
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foreach ( var piece in Pieces . Where ( p = > p . ControlPoint = = point ) . ToArray ( ) )
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piece . RemoveAndDisposeImmediately ( ) ;
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foreach ( var connection in Connections . Where ( c = > c . ControlPoint = = point ) . ToArray ( ) )
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connection . RemoveAndDisposeImmediately ( ) ;
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}
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// If removing before the end of the path,
// update indices of connections after remove location
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if ( e . OldStartingIndex < Pieces . Count )
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{
foreach ( var connection in Connections )
{
if ( connection . ControlPointIndex > = e . OldStartingIndex )
connection . ControlPointIndex - = e . OldItems . Count ;
}
}
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break ;
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}
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}
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protected override bool OnClick ( ClickEvent e )
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{
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if ( Pieces . Any ( piece = > piece . IsHovered ) )
return false ;
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foreach ( var piece in Pieces )
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{
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piece . IsSelected . Value = false ;
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}
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return false ;
}
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public bool OnPressed ( KeyBindingPressEvent < PlatformAction > e )
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{
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switch ( e . Action )
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{
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case PlatformAction . Delete :
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return DeleteSelected ( ) ;
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}
return false ;
}
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public void OnReleased ( KeyBindingReleaseEvent < PlatformAction > e )
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{
}
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private void selectionRequested ( PathControlPointPiece < T > piece , MouseButtonEvent e )
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{
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if ( e . Button = = MouseButton . Left & & inputManager . CurrentState . Keyboard . ControlPressed )
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piece . IsSelected . Toggle ( ) ;
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else
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SetSelectionTo ( piece . ControlPoint ) ;
}
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/// <summary>
/// Attempts to set the given control point piece to the given path type.
/// If that would fail, try to change the path such that it instead succeeds
/// in a UX-friendly way.
/// </summary>
/// <param name="piece">The control point piece that we want to change the path type of.</param>
/// <param name="type">The path type we want to assign to the given control point piece.</param>
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private void updatePathType ( PathControlPointPiece < T > piece , PathType ? type )
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{
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int indexInSegment = piece . PointsInSegment . IndexOf ( piece . ControlPoint ) ;
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if ( type ? . Type = = SplineType . PerfectCurve )
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{
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// Can't always create a circular arc out of 4 or more points,
// so we split the segment into one 3-point circular arc segment
// and one segment of the previous type.
int thirdPointIndex = indexInSegment + 2 ;
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if ( piece . PointsInSegment . Count > thirdPointIndex + 1 )
piece . PointsInSegment [ thirdPointIndex ] . Type = piece . PointsInSegment [ 0 ] . Type ;
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}
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hitObject . Path . ExpectedDistance . Value = null ;
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piece . ControlPoint . Type = type ;
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}
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[Resolved(CanBeNull = true)]
private IEditorChangeHandler changeHandler { get ; set ; }
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#region Drag handling
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private Vector2 [ ] dragStartPositions ;
private PathType ? [ ] dragPathTypes ;
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private int draggedControlPointIndex ;
private HashSet < PathControlPoint > selectedControlPoints ;
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public void DragStarted ( PathControlPoint controlPoint )
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{
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dragStartPositions = hitObject . Path . ControlPoints . Select ( point = > point . Position ) . ToArray ( ) ;
dragPathTypes = hitObject . Path . ControlPoints . Select ( point = > point . Type ) . ToArray ( ) ;
draggedControlPointIndex = hitObject . Path . ControlPoints . IndexOf ( controlPoint ) ;
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selectedControlPoints = new HashSet < PathControlPoint > ( Pieces . Where ( piece = > piece . IsSelected . Value ) . Select ( piece = > piece . ControlPoint ) ) ;
Debug . Assert ( draggedControlPointIndex > = 0 ) ;
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changeHandler ? . BeginChange ( ) ;
}
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public void DragInProgress ( DragEvent e )
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{
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Vector2 [ ] oldControlPoints = hitObject . Path . ControlPoints . Select ( cp = > cp . Position ) . ToArray ( ) ;
var oldPosition = hitObject . Position ;
double oldStartTime = hitObject . StartTime ;
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if ( selectedControlPoints . Contains ( hitObject . Path . ControlPoints [ 0 ] ) )
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{
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// Special handling for selections containing head control point - the position of the hit object changes which means the snapped position and time have to be taken into account
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Vector2 newHeadPosition = Parent ! . ToScreenSpace ( e . MousePosition + ( dragStartPositions [ 0 ] - dragStartPositions [ draggedControlPointIndex ] ) ) ;
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var result = positionSnapProvider ? . FindSnappedPositionAndTime ( newHeadPosition ) ;
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Vector2 movementDelta = Parent ! . ToLocalSpace ( result ? . ScreenSpacePosition ? ? newHeadPosition ) - hitObject . Position ;
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hitObject . Position + = movementDelta ;
hitObject . StartTime = result ? . Time ? ? hitObject . StartTime ;
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for ( int i = 1 ; i < hitObject . Path . ControlPoints . Count ; i + + )
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{
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var controlPoint = hitObject . Path . ControlPoints [ i ] ;
// Since control points are relative to the position of the hit object, all points that are _not_ selected
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// need to be offset _back_ by the delta corresponding to the movement of the head point.
// All other selected control points (if any) will move together with the head point
// (and so they will not move at all, relative to each other).
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if ( ! selectedControlPoints . Contains ( controlPoint ) )
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controlPoint . Position - = movementDelta ;
}
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}
else
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{
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var result = positionSnapProvider ? . FindSnappedPositionAndTime ( Parent ! . ToScreenSpace ( e . MousePosition ) , SnapType . GlobalGrids ) ;
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Vector2 movementDelta = Parent ! . ToLocalSpace ( result ? . ScreenSpacePosition ? ? Parent ! . ToScreenSpace ( e . MousePosition ) ) - dragStartPositions [ draggedControlPointIndex ] - hitObject . Position ;
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for ( int i = 0 ; i < controlPoints . Count ; + + i )
{
var controlPoint = controlPoints [ i ] ;
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if ( selectedControlPoints . Contains ( controlPoint ) )
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controlPoint . Position = dragStartPositions [ i ] + movementDelta ;
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}
}
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// Snap the path to the current beat divisor before checking length validity.
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hitObject . SnapTo ( distanceSnapProvider ) ;
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if ( ! hitObject . Path . HasValidLength )
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{
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for ( int i = 0 ; i < hitObject . Path . ControlPoints . Count ; i + + )
hitObject . Path . ControlPoints [ i ] . Position = oldControlPoints [ i ] ;
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hitObject . Position = oldPosition ;
hitObject . StartTime = oldStartTime ;
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// Snap the path length again to undo the invalid length.
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hitObject . SnapTo ( distanceSnapProvider ) ;
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return ;
}
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// Maintain the path types in case they got defaulted to bezier at some point during the drag.
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for ( int i = 0 ; i < hitObject . Path . ControlPoints . Count ; i + + )
hitObject . Path . ControlPoints [ i ] . Type = dragPathTypes [ i ] ;
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}
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public void DragEnded ( ) = > changeHandler ? . EndChange ( ) ;
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#endregion
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public MenuItem [ ] ContextMenuItems
{
get
{
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if ( ! Pieces . Any ( p = > p . IsHovered ) )
return null ;
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var selectedPieces = Pieces . Where ( p = > p . IsSelected . Value ) . ToList ( ) ;
int count = selectedPieces . Count ;
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if ( count = = 0 )
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return null ;
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var splittablePieces = selectedPieces . Where ( isSplittable ) . ToList ( ) ;
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int splittableCount = splittablePieces . Count ;
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List < MenuItem > curveTypeItems = new List < MenuItem > ( ) ;
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if ( ! selectedPieces . Contains ( Pieces [ 0 ] ) )
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{
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curveTypeItems . Add ( createMenuItemForPathType ( null ) ) ;
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curveTypeItems . Add ( new OsuMenuItemSpacer ( ) ) ;
}
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// todo: hide/disable items which aren't valid for selected points
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curveTypeItems . Add ( createMenuItemForPathType ( PathType . LINEAR ) ) ;
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curveTypeItems . Add ( createMenuItemForPathType ( PathType . PERFECT_CURVE ) ) ;
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curveTypeItems . Add ( createMenuItemForPathType ( PathType . BEZIER ) ) ;
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curveTypeItems . Add ( createMenuItemForPathType ( PathType . BSpline ( 4 ) ) ) ;
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if ( selectedPieces . Any ( piece = > piece . ControlPoint . Type ? . Type = = SplineType . Catmull ) )
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curveTypeItems . Add ( createMenuItemForPathType ( PathType . CATMULL ) ) ;
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var menuItems = new List < MenuItem >
{
new OsuMenuItem ( "Curve type" )
{
Items = curveTypeItems
}
} ;
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if ( splittableCount > 0 )
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{
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menuItems . Add ( new OsuMenuItem ( $"Split {" control point ".ToQuantity(splittableCount, splittableCount > 1 ? ShowQuantityAs.Numeric : ShowQuantityAs.None)}" ,
MenuItemType . Destructive ,
( ) = > splitSelected ( ) ) ) ;
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}
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menuItems . Add (
new OsuMenuItem ( $"Delete {" control point ".ToQuantity(count, count > 1 ? ShowQuantityAs.Numeric : ShowQuantityAs.None)}" ,
MenuItemType . Destructive ,
( ) = > DeleteSelected ( ) )
) ;
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return menuItems . ToArray ( ) ;
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}
}
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private MenuItem createMenuItemForPathType ( PathType ? type )
{
int totalCount = Pieces . Count ( p = > p . IsSelected . Value ) ;
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int countOfState = Pieces . Where ( p = > p . IsSelected . Value ) . Count ( p = > p . ControlPoint . Type = = type ) ;
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var item = new TernaryStateRadioMenuItem ( type ? . Description ? ? "Inherit" , MenuItemType . Standard , _ = >
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{
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changeHandler ? . BeginChange ( ) ;
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foreach ( var p in Pieces . Where ( p = > p . IsSelected . Value ) )
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updatePathType ( p , type ) ;
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changeHandler ? . EndChange ( ) ;
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} ) ;
if ( countOfState = = totalCount )
item . State . Value = TernaryState . True ;
else if ( countOfState > 0 )
item . State . Value = TernaryState . Indeterminate ;
else
item . State . Value = TernaryState . False ;
return item ;
}
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}
}