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Merge branch 'master' into song-select-track-selected-better-2
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commit
018957c244
@ -96,6 +96,11 @@ namespace osu.Game.Rulesets.Mania.Tests.Editor
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throw new System.NotImplementedException();
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}
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public override SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition)
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{
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throw new System.NotImplementedException();
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}
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public override float GetBeatSnapDistanceAt(double referenceTime)
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{
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throw new System.NotImplementedException();
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@ -51,7 +51,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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var first = (OsuHitObject)objects.First();
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var second = (OsuHitObject)objects.Last();
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return first.Position == second.Position;
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return Precision.AlmostEquals(first.EndPosition, second.Position);
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});
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}
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@ -86,5 +86,64 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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return Precision.AlmostEquals(first.EndPosition, second.Position);
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});
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}
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[Test]
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public void TestSecondCircleInSelectionAlsoSnaps()
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{
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AddStep("move mouse to centre", () => InputManager.MoveMouseTo(playfield.ScreenSpaceDrawQuad.Centre));
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AddStep("disable distance snap", () => InputManager.Key(Key.Q));
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AddStep("enter placement mode", () => InputManager.Key(Key.Number2));
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AddStep("place first object", () => InputManager.Click(MouseButton.Left));
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AddStep("increment time", () => EditorClock.SeekForward(true));
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AddStep("move mouse right", () => InputManager.MoveMouseTo(playfield.ScreenSpaceDrawQuad.Centre + new Vector2(playfield.ScreenSpaceDrawQuad.Width * 0.2f, 0)));
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AddStep("place second object", () => InputManager.Click(MouseButton.Left));
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AddStep("increment time", () => EditorClock.SeekForward(true));
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AddStep("move mouse down", () => InputManager.MoveMouseTo(playfield.ScreenSpaceDrawQuad.Centre + new Vector2(0, playfield.ScreenSpaceDrawQuad.Width * 0.2f)));
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AddStep("place third object", () => InputManager.Click(MouseButton.Left));
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AddStep("enter selection mode", () => InputManager.Key(Key.Number1));
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AddStep("select objects 2 and 3", () =>
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{
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// add selection backwards to test non-sequential time ordering
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EditorBeatmap.SelectedHitObjects.Add(EditorBeatmap.HitObjects[2]);
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EditorBeatmap.SelectedHitObjects.Add(EditorBeatmap.HitObjects[1]);
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});
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AddStep("begin drag", () => InputManager.PressButton(MouseButton.Left));
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AddStep("move mouse slightly off centre", () => InputManager.MoveMouseTo(playfield.ScreenSpaceDrawQuad.Centre + new Vector2(playfield.ScreenSpaceDrawQuad.Width * 0.02f, 0)));
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AddAssert("object 3 snapped to 1", () =>
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{
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var objects = EditorBeatmap.HitObjects;
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var first = (OsuHitObject)objects.First();
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var third = (OsuHitObject)objects.Last();
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return Precision.AlmostEquals(first.EndPosition, third.Position);
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});
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AddStep("move mouse slightly off centre", () => InputManager.MoveMouseTo(playfield.ScreenSpaceDrawQuad.Centre + new Vector2(playfield.ScreenSpaceDrawQuad.Width * -0.22f, playfield.ScreenSpaceDrawQuad.Width * 0.21f)));
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AddAssert("object 2 snapped to 1", () =>
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{
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var objects = EditorBeatmap.HitObjects;
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var first = (OsuHitObject)objects.First();
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var second = (OsuHitObject)objects.ElementAt(1);
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return Precision.AlmostEquals(first.EndPosition, second.Position);
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});
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AddStep("end drag", () => InputManager.ReleaseButton(MouseButton.Left));
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}
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}
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}
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@ -174,6 +174,9 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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private class SnapProvider : IPositionSnapProvider
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{
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public SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition) =>
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new SnapResult(screenSpacePosition, null);
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public SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition) => new SnapResult(screenSpacePosition, 0);
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public float GetBeatSnapDistanceAt(double referenceTime) => (float)beat_length;
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@ -105,11 +105,20 @@ namespace osu.Game.Rulesets.Osu.Edit
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}
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}
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public override SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition)
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public override SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition)
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{
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if (snapToVisibleBlueprints(screenSpacePosition, out var snapResult))
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return snapResult;
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return new SnapResult(screenSpacePosition, null);
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}
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public override SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition)
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{
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var positionSnap = SnapScreenSpacePositionToValidPosition(screenSpacePosition);
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if (positionSnap.ScreenSpacePosition != screenSpacePosition)
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return positionSnap;
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// will be null if distance snap is disabled or not feasible for the current time value.
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if (distanceSnapGrid == null)
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return base.SnapScreenSpacePositionToValidTime(screenSpacePosition);
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@ -153,6 +153,9 @@ namespace osu.Game.Tests.Visual.Editing
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private class SnapProvider : IPositionSnapProvider
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{
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public SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition) =>
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new SnapResult(screenSpacePosition, null);
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public SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition) => new SnapResult(screenSpacePosition, 0);
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public float GetBeatSnapDistanceAt(double referenceTime) => 10;
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@ -442,6 +442,9 @@ namespace osu.Game.Rulesets.Edit
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public abstract SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition);
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public virtual SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition) =>
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new SnapResult(screenSpacePosition, null);
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public abstract float GetBeatSnapDistanceAt(double referenceTime);
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public abstract float DurationToDistance(double referenceTime, double duration);
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@ -8,12 +8,22 @@ namespace osu.Game.Rulesets.Edit
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public interface IPositionSnapProvider
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{
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/// <summary>
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/// Given a position, find a valid time snap.
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/// Given a position, find a valid time and position snap.
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/// </summary>
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/// <remarks>
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/// This call should be equivalent to running <see cref="SnapScreenSpacePositionToValidPosition"/> with any additional logic that can be performed without the time immutability restriction.
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/// </remarks>
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/// <param name="screenSpacePosition">The screen-space position to be snapped.</param>
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/// <returns>The time and position post-snapping.</returns>
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SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition);
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/// <summary>
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/// Given a position, find a value position snap, restricting time to its input value.
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/// </summary>
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/// <param name="screenSpacePosition">The screen-space position to be snapped.</param>
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/// <returns>The position post-snapping. Time will always be null.</returns>
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SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition);
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/// <summary>
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/// Retrieves the distance between two points within a timing point that are one beat length apart.
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/// </summary>
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@ -187,7 +187,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (e.Button == MouseButton.Right)
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return false;
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if (movementBlueprint != null)
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if (movementBlueprints != null)
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{
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isDraggingBlueprint = true;
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changeHandler?.BeginChange();
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@ -299,7 +299,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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SelectionBlueprints.Remove(blueprint);
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if (movementBlueprint == blueprint)
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if (movementBlueprints?.Contains(blueprint) == true)
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finishSelectionMovement();
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OnBlueprintRemoved(hitObject);
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@ -424,8 +424,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
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#region Selection Movement
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private Vector2? movementBlueprintOriginalPosition;
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private SelectionBlueprint movementBlueprint;
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private Vector2[] movementBlueprintOriginalPositions;
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private SelectionBlueprint[] movementBlueprints;
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private bool isDraggingBlueprint;
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/// <summary>
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@ -442,8 +442,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
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return;
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// Movement is tracked from the blueprint of the earliest hitobject, since it only makes sense to distance snap from that hitobject
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movementBlueprint = SelectionHandler.SelectedBlueprints.OrderBy(b => b.HitObject.StartTime).First();
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movementBlueprintOriginalPosition = movementBlueprint.ScreenSpaceSelectionPoint; // todo: unsure if correct
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movementBlueprints = SelectionHandler.SelectedBlueprints.OrderBy(b => b.HitObject.StartTime).ToArray();
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movementBlueprintOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint).ToArray();
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}
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/// <summary>
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@ -453,30 +453,47 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <returns>Whether a movement was active.</returns>
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private bool moveCurrentSelection(DragEvent e)
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{
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if (movementBlueprint == null)
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if (movementBlueprints == null)
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return false;
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if (snapProvider == null)
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return true;
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Debug.Assert(movementBlueprintOriginalPosition != null);
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Debug.Assert(movementBlueprintOriginalPositions != null);
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HitObject draggedObject = movementBlueprint.HitObject;
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Vector2 distanceTravelled = e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
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// check for positional snap for every object in selection (for things like object-object snapping)
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for (var i = 0; i < movementBlueprintOriginalPositions.Length; i++)
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{
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var testPosition = movementBlueprintOriginalPositions[i] + distanceTravelled;
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var positionalResult = snapProvider.SnapScreenSpacePositionToValidPosition(testPosition);
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if (positionalResult.ScreenSpacePosition == testPosition) continue;
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// attempt to move the objects, and abort any time based snapping if we can.
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if (SelectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprints[i], positionalResult.ScreenSpacePosition)))
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return true;
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}
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// if no positional snapping could be performed, try unrestricted snapping from the earliest
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// hitobject in the selection.
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// The final movement position, relative to movementBlueprintOriginalPosition.
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Vector2 movePosition = movementBlueprintOriginalPosition.Value + e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
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Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTravelled;
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// Retrieve a snapped position.
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var result = snapProvider.SnapScreenSpacePositionToValidTime(movePosition);
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// Move the hitobjects.
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if (!SelectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprint, result.ScreenSpacePosition)))
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if (!SelectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprints.First(), result.ScreenSpacePosition)))
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return true;
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if (result.Time.HasValue)
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{
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// Apply the start time at the newly snapped-to position
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double offset = result.Time.Value - draggedObject.StartTime;
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double offset = result.Time.Value - movementBlueprints.First().HitObject.StartTime;
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foreach (HitObject obj in Beatmap.SelectedHitObjects)
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{
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@ -494,11 +511,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <returns>Whether a movement was active.</returns>
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private bool finishSelectionMovement()
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{
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if (movementBlueprint == null)
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if (movementBlueprints == null)
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return false;
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movementBlueprintOriginalPosition = null;
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movementBlueprint = null;
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movementBlueprintOriginalPositions = null;
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movementBlueprints = null;
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return true;
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}
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@ -224,6 +224,9 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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/// </summary>
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public double VisibleRange => track.Length / Zoom;
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public SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition) =>
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new SnapResult(screenSpacePosition, null);
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public SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition) =>
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new SnapResult(screenSpacePosition, beatSnapProvider.SnapTime(getTimeFromPosition(Content.ToLocalSpace(screenSpacePosition))));
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