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mirror of https://github.com/ppy/osu.git synced 2024-09-21 22:07:25 +08:00

Merge branch 'master' into song-select-track-selected-better-2

This commit is contained in:
Dean Herbert 2020-11-27 12:54:40 +09:00
commit 018957c244
9 changed files with 130 additions and 18 deletions

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@ -96,6 +96,11 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
throw new System.NotImplementedException();
}
public override SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition)
{
throw new System.NotImplementedException();
}
public override float GetBeatSnapDistanceAt(double referenceTime)
{
throw new System.NotImplementedException();

View File

@ -51,7 +51,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
var first = (OsuHitObject)objects.First();
var second = (OsuHitObject)objects.Last();
return first.Position == second.Position;
return Precision.AlmostEquals(first.EndPosition, second.Position);
});
}
@ -86,5 +86,64 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
return Precision.AlmostEquals(first.EndPosition, second.Position);
});
}
[Test]
public void TestSecondCircleInSelectionAlsoSnaps()
{
AddStep("move mouse to centre", () => InputManager.MoveMouseTo(playfield.ScreenSpaceDrawQuad.Centre));
AddStep("disable distance snap", () => InputManager.Key(Key.Q));
AddStep("enter placement mode", () => InputManager.Key(Key.Number2));
AddStep("place first object", () => InputManager.Click(MouseButton.Left));
AddStep("increment time", () => EditorClock.SeekForward(true));
AddStep("move mouse right", () => InputManager.MoveMouseTo(playfield.ScreenSpaceDrawQuad.Centre + new Vector2(playfield.ScreenSpaceDrawQuad.Width * 0.2f, 0)));
AddStep("place second object", () => InputManager.Click(MouseButton.Left));
AddStep("increment time", () => EditorClock.SeekForward(true));
AddStep("move mouse down", () => InputManager.MoveMouseTo(playfield.ScreenSpaceDrawQuad.Centre + new Vector2(0, playfield.ScreenSpaceDrawQuad.Width * 0.2f)));
AddStep("place third object", () => InputManager.Click(MouseButton.Left));
AddStep("enter selection mode", () => InputManager.Key(Key.Number1));
AddStep("select objects 2 and 3", () =>
{
// add selection backwards to test non-sequential time ordering
EditorBeatmap.SelectedHitObjects.Add(EditorBeatmap.HitObjects[2]);
EditorBeatmap.SelectedHitObjects.Add(EditorBeatmap.HitObjects[1]);
});
AddStep("begin drag", () => InputManager.PressButton(MouseButton.Left));
AddStep("move mouse slightly off centre", () => InputManager.MoveMouseTo(playfield.ScreenSpaceDrawQuad.Centre + new Vector2(playfield.ScreenSpaceDrawQuad.Width * 0.02f, 0)));
AddAssert("object 3 snapped to 1", () =>
{
var objects = EditorBeatmap.HitObjects;
var first = (OsuHitObject)objects.First();
var third = (OsuHitObject)objects.Last();
return Precision.AlmostEquals(first.EndPosition, third.Position);
});
AddStep("move mouse slightly off centre", () => InputManager.MoveMouseTo(playfield.ScreenSpaceDrawQuad.Centre + new Vector2(playfield.ScreenSpaceDrawQuad.Width * -0.22f, playfield.ScreenSpaceDrawQuad.Width * 0.21f)));
AddAssert("object 2 snapped to 1", () =>
{
var objects = EditorBeatmap.HitObjects;
var first = (OsuHitObject)objects.First();
var second = (OsuHitObject)objects.ElementAt(1);
return Precision.AlmostEquals(first.EndPosition, second.Position);
});
AddStep("end drag", () => InputManager.ReleaseButton(MouseButton.Left));
}
}
}

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@ -174,6 +174,9 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
private class SnapProvider : IPositionSnapProvider
{
public SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition) =>
new SnapResult(screenSpacePosition, null);
public SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition) => new SnapResult(screenSpacePosition, 0);
public float GetBeatSnapDistanceAt(double referenceTime) => (float)beat_length;

View File

@ -105,11 +105,20 @@ namespace osu.Game.Rulesets.Osu.Edit
}
}
public override SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition)
public override SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition)
{
if (snapToVisibleBlueprints(screenSpacePosition, out var snapResult))
return snapResult;
return new SnapResult(screenSpacePosition, null);
}
public override SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition)
{
var positionSnap = SnapScreenSpacePositionToValidPosition(screenSpacePosition);
if (positionSnap.ScreenSpacePosition != screenSpacePosition)
return positionSnap;
// will be null if distance snap is disabled or not feasible for the current time value.
if (distanceSnapGrid == null)
return base.SnapScreenSpacePositionToValidTime(screenSpacePosition);

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@ -153,6 +153,9 @@ namespace osu.Game.Tests.Visual.Editing
private class SnapProvider : IPositionSnapProvider
{
public SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition) =>
new SnapResult(screenSpacePosition, null);
public SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition) => new SnapResult(screenSpacePosition, 0);
public float GetBeatSnapDistanceAt(double referenceTime) => 10;

View File

@ -442,6 +442,9 @@ namespace osu.Game.Rulesets.Edit
public abstract SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition);
public virtual SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition) =>
new SnapResult(screenSpacePosition, null);
public abstract float GetBeatSnapDistanceAt(double referenceTime);
public abstract float DurationToDistance(double referenceTime, double duration);

View File

@ -8,12 +8,22 @@ namespace osu.Game.Rulesets.Edit
public interface IPositionSnapProvider
{
/// <summary>
/// Given a position, find a valid time snap.
/// Given a position, find a valid time and position snap.
/// </summary>
/// <remarks>
/// This call should be equivalent to running <see cref="SnapScreenSpacePositionToValidPosition"/> with any additional logic that can be performed without the time immutability restriction.
/// </remarks>
/// <param name="screenSpacePosition">The screen-space position to be snapped.</param>
/// <returns>The time and position post-snapping.</returns>
SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition);
/// <summary>
/// Given a position, find a value position snap, restricting time to its input value.
/// </summary>
/// <param name="screenSpacePosition">The screen-space position to be snapped.</param>
/// <returns>The position post-snapping. Time will always be null.</returns>
SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition);
/// <summary>
/// Retrieves the distance between two points within a timing point that are one beat length apart.
/// </summary>

View File

@ -187,7 +187,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
if (e.Button == MouseButton.Right)
return false;
if (movementBlueprint != null)
if (movementBlueprints != null)
{
isDraggingBlueprint = true;
changeHandler?.BeginChange();
@ -299,7 +299,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
SelectionBlueprints.Remove(blueprint);
if (movementBlueprint == blueprint)
if (movementBlueprints?.Contains(blueprint) == true)
finishSelectionMovement();
OnBlueprintRemoved(hitObject);
@ -424,8 +424,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
#region Selection Movement
private Vector2? movementBlueprintOriginalPosition;
private SelectionBlueprint movementBlueprint;
private Vector2[] movementBlueprintOriginalPositions;
private SelectionBlueprint[] movementBlueprints;
private bool isDraggingBlueprint;
/// <summary>
@ -442,8 +442,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
return;
// Movement is tracked from the blueprint of the earliest hitobject, since it only makes sense to distance snap from that hitobject
movementBlueprint = SelectionHandler.SelectedBlueprints.OrderBy(b => b.HitObject.StartTime).First();
movementBlueprintOriginalPosition = movementBlueprint.ScreenSpaceSelectionPoint; // todo: unsure if correct
movementBlueprints = SelectionHandler.SelectedBlueprints.OrderBy(b => b.HitObject.StartTime).ToArray();
movementBlueprintOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint).ToArray();
}
/// <summary>
@ -453,30 +453,47 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// <returns>Whether a movement was active.</returns>
private bool moveCurrentSelection(DragEvent e)
{
if (movementBlueprint == null)
if (movementBlueprints == null)
return false;
if (snapProvider == null)
return true;
Debug.Assert(movementBlueprintOriginalPosition != null);
Debug.Assert(movementBlueprintOriginalPositions != null);
HitObject draggedObject = movementBlueprint.HitObject;
Vector2 distanceTravelled = e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
// check for positional snap for every object in selection (for things like object-object snapping)
for (var i = 0; i < movementBlueprintOriginalPositions.Length; i++)
{
var testPosition = movementBlueprintOriginalPositions[i] + distanceTravelled;
var positionalResult = snapProvider.SnapScreenSpacePositionToValidPosition(testPosition);
if (positionalResult.ScreenSpacePosition == testPosition) continue;
// attempt to move the objects, and abort any time based snapping if we can.
if (SelectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprints[i], positionalResult.ScreenSpacePosition)))
return true;
}
// if no positional snapping could be performed, try unrestricted snapping from the earliest
// hitobject in the selection.
// The final movement position, relative to movementBlueprintOriginalPosition.
Vector2 movePosition = movementBlueprintOriginalPosition.Value + e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTravelled;
// Retrieve a snapped position.
var result = snapProvider.SnapScreenSpacePositionToValidTime(movePosition);
// Move the hitobjects.
if (!SelectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprint, result.ScreenSpacePosition)))
if (!SelectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprints.First(), result.ScreenSpacePosition)))
return true;
if (result.Time.HasValue)
{
// Apply the start time at the newly snapped-to position
double offset = result.Time.Value - draggedObject.StartTime;
double offset = result.Time.Value - movementBlueprints.First().HitObject.StartTime;
foreach (HitObject obj in Beatmap.SelectedHitObjects)
{
@ -494,11 +511,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// <returns>Whether a movement was active.</returns>
private bool finishSelectionMovement()
{
if (movementBlueprint == null)
if (movementBlueprints == null)
return false;
movementBlueprintOriginalPosition = null;
movementBlueprint = null;
movementBlueprintOriginalPositions = null;
movementBlueprints = null;
return true;
}

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@ -224,6 +224,9 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
/// </summary>
public double VisibleRange => track.Length / Zoom;
public SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition) =>
new SnapResult(screenSpacePosition, null);
public SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition) =>
new SnapResult(screenSpacePosition, beatSnapProvider.SnapTime(getTimeFromPosition(Content.ToLocalSpace(screenSpacePosition))));