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Merge pull request #8886 from smoogipoo/fix-mania-selection
Fix mania selection blueprints not moving/moving incorrectly
This commit is contained in:
commit
0375bbfde1
174
osu.Game.Rulesets.Mania.Tests/TestSceneManiaHitObjectComposer.cs
Normal file
174
osu.Game.Rulesets.Mania.Tests/TestSceneManiaHitObjectComposer.cs
Normal file
@ -0,0 +1,174 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Edit;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Screens.Edit;
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using osu.Game.Tests.Visual;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Mania.Tests
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{
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public class TestSceneManiaHitObjectComposer : EditorClockTestScene
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{
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(ManiaBlueprintContainer)
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};
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private TestComposer composer;
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[SetUp]
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public void Setup() => Schedule(() =>
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{
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BeatDivisor.Value = 8;
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Clock.Seek(0);
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Child = composer = new TestComposer { RelativeSizeAxes = Axes.Both };
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});
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[Test]
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public void TestDragOffscreenSelectionVerticallyUpScroll()
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{
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DrawableHitObject lastObject = null;
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Vector2 originalPosition = Vector2.Zero;
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AddStep("seek to last object", () =>
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{
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lastObject = this.ChildrenOfType<DrawableHitObject>().Single(d => d.HitObject == composer.EditorBeatmap.HitObjects.Last());
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Clock.Seek(composer.EditorBeatmap.HitObjects.Last().StartTime);
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});
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AddStep("select all objects", () => composer.EditorBeatmap.SelectedHitObjects.AddRange(composer.EditorBeatmap.HitObjects));
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AddStep("click last object", () =>
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{
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originalPosition = lastObject.DrawPosition;
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InputManager.MoveMouseTo(lastObject);
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InputManager.PressButton(MouseButton.Left);
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});
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AddStep("move mouse downwards", () =>
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{
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InputManager.MoveMouseTo(lastObject, new Vector2(0, 20));
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InputManager.ReleaseButton(MouseButton.Left);
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});
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AddAssert("hitobjects not moved columns", () => composer.EditorBeatmap.HitObjects.All(h => ((ManiaHitObject)h).Column == 0));
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AddAssert("hitobjects moved downwards", () => lastObject.DrawPosition.Y - originalPosition.Y > 0);
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AddAssert("hitobjects not moved too far", () => lastObject.DrawPosition.Y - originalPosition.Y < 50);
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}
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[Test]
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public void TestDragOffscreenSelectionVerticallyDownScroll()
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{
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DrawableHitObject lastObject = null;
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Vector2 originalPosition = Vector2.Zero;
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AddStep("set down scroll", () => ((Bindable<ScrollingDirection>)composer.Composer.ScrollingInfo.Direction).Value = ScrollingDirection.Down);
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AddStep("seek to last object", () =>
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{
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lastObject = this.ChildrenOfType<DrawableHitObject>().Single(d => d.HitObject == composer.EditorBeatmap.HitObjects.Last());
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Clock.Seek(composer.EditorBeatmap.HitObjects.Last().StartTime);
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});
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AddStep("select all objects", () => composer.EditorBeatmap.SelectedHitObjects.AddRange(composer.EditorBeatmap.HitObjects));
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AddStep("click last object", () =>
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{
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originalPosition = lastObject.DrawPosition;
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InputManager.MoveMouseTo(lastObject);
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InputManager.PressButton(MouseButton.Left);
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});
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AddStep("move mouse upwards", () =>
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{
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InputManager.MoveMouseTo(lastObject, new Vector2(0, -20));
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InputManager.ReleaseButton(MouseButton.Left);
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});
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AddAssert("hitobjects not moved columns", () => composer.EditorBeatmap.HitObjects.All(h => ((ManiaHitObject)h).Column == 0));
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AddAssert("hitobjects moved upwards", () => originalPosition.Y - lastObject.DrawPosition.Y > 0);
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AddAssert("hitobjects not moved too far", () => originalPosition.Y - lastObject.DrawPosition.Y < 50);
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}
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[Test]
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public void TestDragOffscreenSelectionHorizontally()
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{
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DrawableHitObject lastObject = null;
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Vector2 originalPosition = Vector2.Zero;
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AddStep("seek to last object", () =>
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{
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lastObject = this.ChildrenOfType<DrawableHitObject>().Single(d => d.HitObject == composer.EditorBeatmap.HitObjects.Last());
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Clock.Seek(composer.EditorBeatmap.HitObjects.Last().StartTime);
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});
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AddStep("select all objects", () => composer.EditorBeatmap.SelectedHitObjects.AddRange(composer.EditorBeatmap.HitObjects));
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AddStep("click last object", () =>
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{
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originalPosition = lastObject.DrawPosition;
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InputManager.MoveMouseTo(lastObject);
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InputManager.PressButton(MouseButton.Left);
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});
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AddStep("move mouse right", () =>
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{
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var firstColumn = composer.Composer.Playfield.GetColumn(0);
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var secondColumn = composer.Composer.Playfield.GetColumn(1);
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InputManager.MoveMouseTo(lastObject, new Vector2(secondColumn.ScreenSpaceDrawQuad.Centre.X - firstColumn.ScreenSpaceDrawQuad.Centre.X + 1, 0));
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InputManager.ReleaseButton(MouseButton.Left);
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});
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AddAssert("hitobjects moved columns", () => composer.EditorBeatmap.HitObjects.All(h => ((ManiaHitObject)h).Column == 1));
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// Todo: They'll move vertically by the height of a note since there's no snapping and the selection point is the middle of the note.
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AddAssert("hitobjects not moved vertically", () => lastObject.DrawPosition.Y - originalPosition.Y <= DefaultNotePiece.NOTE_HEIGHT);
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}
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private class TestComposer : CompositeDrawable
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{
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[Cached(typeof(EditorBeatmap))]
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[Cached(typeof(IBeatSnapProvider))]
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public readonly EditorBeatmap EditorBeatmap;
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public readonly ManiaHitObjectComposer Composer;
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public TestComposer()
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{
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InternalChildren = new Drawable[]
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{
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EditorBeatmap = new EditorBeatmap(new ManiaBeatmap(new StageDefinition { Columns = 4 }))
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{
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BeatmapInfo = { Ruleset = new ManiaRuleset().RulesetInfo }
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},
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Composer = new ManiaHitObjectComposer(new ManiaRuleset())
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};
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for (int i = 0; i < 10; i++)
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EditorBeatmap.Add(new Note { StartTime = 100 * i });
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}
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}
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}
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}
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@ -76,5 +76,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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}
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public override Quad SelectionQuad => ScreenSpaceDrawQuad;
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public override Vector2 SelectionPoint => DrawableObject.Head.ScreenSpaceDrawQuad.Centre;
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}
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}
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@ -3,8 +3,6 @@
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Events;
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using osu.Framework.Timing;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Drawables;
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@ -15,13 +13,8 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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{
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public class ManiaSelectionBlueprint : OverlaySelectionBlueprint
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{
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public Vector2 ScreenSpaceDragPosition { get; private set; }
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public Vector2 DragPosition { get; private set; }
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public new DrawableManiaHitObject DrawableObject => (DrawableManiaHitObject)base.DrawableObject;
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protected IClock EditorClock { get; private set; }
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[Resolved]
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private IScrollingInfo scrollingInfo { get; set; }
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@ -34,12 +27,6 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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RelativeSizeAxes = Axes.None;
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}
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[BackgroundDependencyLoader]
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private void load(IAdjustableClock clock)
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{
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EditorClock = clock;
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}
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protected override void Update()
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{
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base.Update();
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@ -47,22 +34,6 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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Position = Parent.ToLocalSpace(DrawableObject.ToScreenSpace(Vector2.Zero));
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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ScreenSpaceDragPosition = e.ScreenSpaceMousePosition;
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DragPosition = DrawableObject.ToLocalSpace(e.ScreenSpaceMousePosition);
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return base.OnMouseDown(e);
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}
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protected override void OnDrag(DragEvent e)
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{
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base.OnDrag(e);
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ScreenSpaceDragPosition = e.ScreenSpaceMousePosition;
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DragPosition = DrawableObject.ToLocalSpace(e.ScreenSpaceMousePosition);
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}
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public override void Show()
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{
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DrawableObject.AlwaysAlive = true;
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@ -30,5 +30,7 @@ namespace osu.Game.Rulesets.Mania.Edit
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return base.CreateBlueprintFor(hitObject);
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}
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protected override SelectionHandler CreateSelectionHandler() => new ManiaSelectionHandler();
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}
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}
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@ -10,6 +10,7 @@ using osu.Framework.Allocation;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Screens.Edit.Compose.Components;
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using osuTK;
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@ -37,7 +38,33 @@ namespace osu.Game.Rulesets.Mania.Edit
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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=> dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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public int TotalColumns => ((ManiaPlayfield)drawableRuleset.Playfield).TotalColumns;
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public ManiaPlayfield Playfield => ((ManiaPlayfield)drawableRuleset.Playfield);
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public IScrollingInfo ScrollingInfo => drawableRuleset.ScrollingInfo;
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public int TotalColumns => Playfield.TotalColumns;
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public override (Vector2 position, double time) GetSnappedPosition(Vector2 position, double time)
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{
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var hoc = Playfield.GetColumn(0).HitObjectContainer;
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float targetPosition = hoc.ToLocalSpace(ToScreenSpace(position)).Y;
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if (drawableRuleset.ScrollingInfo.Direction.Value == ScrollingDirection.Down)
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{
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// We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
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// The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position,
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// so when scrolling downwards the coordinates need to be flipped.
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targetPosition = hoc.DrawHeight - targetPosition;
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}
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double targetTime = drawableRuleset.ScrollingInfo.Algorithm.TimeAt(targetPosition,
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EditorClock.CurrentTime,
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drawableRuleset.ScrollingInfo.TimeRange.Value,
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hoc.DrawHeight);
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return base.GetSnappedPosition(position, targetTime);
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}
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protected override DrawableRuleset<ManiaHitObject> CreateDrawableRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
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{
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@ -4,11 +4,8 @@
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using System;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Timing;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.Edit.Blueprints;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Screens.Edit.Compose.Components;
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@ -22,85 +19,16 @@ namespace osu.Game.Rulesets.Mania.Edit
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[Resolved]
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private IManiaHitObjectComposer composer { get; set; }
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private IClock editorClock;
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[BackgroundDependencyLoader]
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private void load(IAdjustableClock clock)
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{
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editorClock = clock;
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}
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public override bool HandleMovement(MoveSelectionEvent moveEvent)
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{
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var maniaBlueprint = (ManiaSelectionBlueprint)moveEvent.Blueprint;
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int lastColumn = maniaBlueprint.DrawableObject.HitObject.Column;
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adjustOrigins(maniaBlueprint);
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performDragMovement(moveEvent);
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performColumnMovement(lastColumn, moveEvent);
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return true;
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}
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/// <summary>
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/// Ensures that the position of hitobjects remains centred to the mouse position.
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/// E.g. The hitobject position will change if the editor scrolls while a hitobject is dragged.
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/// </summary>
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/// <param name="reference">The <see cref="ManiaSelectionBlueprint"/> that received the drag event.</param>
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private void adjustOrigins(ManiaSelectionBlueprint reference)
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{
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var referenceParent = (HitObjectContainer)reference.DrawableObject.Parent;
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float offsetFromReferenceOrigin = reference.DragPosition.Y - reference.DrawableObject.OriginPosition.Y;
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float targetPosition = referenceParent.ToLocalSpace(reference.ScreenSpaceDragPosition).Y - offsetFromReferenceOrigin;
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// Flip the vertical coordinate space when scrolling downwards
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if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
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targetPosition -= referenceParent.DrawHeight;
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float movementDelta = targetPosition - reference.DrawableObject.Position.Y;
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foreach (var b in SelectedBlueprints.OfType<ManiaSelectionBlueprint>())
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b.DrawableObject.Y += movementDelta;
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}
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private void performDragMovement(MoveSelectionEvent moveEvent)
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{
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float delta = moveEvent.InstantDelta.Y;
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// When scrolling downwards the anchor position is at the bottom of the screen, however the movement event assumes the anchor is at the top of the screen.
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// This causes the delta to assume a positive hitobject position, and which can be corrected for by subtracting the parent height.
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if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
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delta -= moveEvent.Blueprint.Parent.DrawHeight; // todo: probably wrong
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foreach (var selectionBlueprint in SelectedBlueprints)
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{
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var b = (OverlaySelectionBlueprint)selectionBlueprint;
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var hitObject = b.DrawableObject;
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var objectParent = (HitObjectContainer)hitObject.Parent;
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// StartTime could be used to adjust the position if only one movement event was received per frame.
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// However this is not the case and ScrollingHitObjectContainer performs movement in UpdateAfterChildren() so the position must also be updated to be valid for further movement events
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hitObject.Y += delta;
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float targetPosition = hitObject.Position.Y;
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// The scrolling algorithm always assumes an anchor at the top of the screen, so the position must be flipped when scrolling downwards to reflect a top anchor
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if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
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targetPosition = -targetPosition;
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objectParent.Remove(hitObject);
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hitObject.HitObject.StartTime = scrollingInfo.Algorithm.TimeAt(targetPosition,
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editorClock.CurrentTime,
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scrollingInfo.TimeRange.Value,
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objectParent.DrawHeight);
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objectParent.Add(hitObject);
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}
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}
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private void performColumnMovement(int lastColumn, MoveSelectionEvent moveEvent)
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{
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var currentColumn = composer.ColumnAt(moveEvent.ScreenSpacePosition);
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|
@ -1,18 +0,0 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Mania.Edit.Masks
|
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{
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public abstract class ManiaSelectionBlueprint : OverlaySelectionBlueprint
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{
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protected ManiaSelectionBlueprint(DrawableHitObject drawableObject)
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: base(drawableObject)
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{
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RelativeSizeAxes = Axes.None;
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}
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}
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}
|
@ -13,11 +13,6 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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{
|
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public abstract class DrawableManiaHitObject : DrawableHitObject<ManiaHitObject>
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{
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/// <summary>
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/// Whether this <see cref="DrawableManiaHitObject"/> should always remain alive.
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/// </summary>
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internal bool AlwaysAlive;
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/// <summary>
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/// The <see cref="ManiaAction"/> which causes this <see cref="DrawableManiaHitObject{TObject}"/> to be hit.
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/// </summary>
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@ -54,7 +49,62 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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Direction.BindValueChanged(OnDirectionChanged, true);
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}
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||||
protected override bool ShouldBeAlive => AlwaysAlive || base.ShouldBeAlive;
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||||
private double computedLifetimeStart;
|
||||
|
||||
public override double LifetimeStart
|
||||
{
|
||||
get => base.LifetimeStart;
|
||||
set
|
||||
{
|
||||
computedLifetimeStart = value;
|
||||
|
||||
if (!AlwaysAlive)
|
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base.LifetimeStart = value;
|
||||
}
|
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}
|
||||
|
||||
private double computedLifetimeEnd;
|
||||
|
||||
public override double LifetimeEnd
|
||||
{
|
||||
get => base.LifetimeEnd;
|
||||
set
|
||||
{
|
||||
computedLifetimeEnd = value;
|
||||
|
||||
if (!AlwaysAlive)
|
||||
base.LifetimeEnd = value;
|
||||
}
|
||||
}
|
||||
|
||||
private bool alwaysAlive;
|
||||
|
||||
/// <summary>
|
||||
/// Whether this <see cref="DrawableManiaHitObject"/> should always remain alive.
|
||||
/// </summary>
|
||||
internal bool AlwaysAlive
|
||||
{
|
||||
get => alwaysAlive;
|
||||
set
|
||||
{
|
||||
if (alwaysAlive == value)
|
||||
return;
|
||||
|
||||
alwaysAlive = value;
|
||||
|
||||
if (value)
|
||||
{
|
||||
// Set the base lifetimes directly, to avoid mangling the computed lifetimes
|
||||
base.LifetimeStart = double.MinValue;
|
||||
base.LifetimeEnd = double.MaxValue;
|
||||
}
|
||||
else
|
||||
{
|
||||
LifetimeStart = computedLifetimeStart;
|
||||
LifetimeEnd = computedLifetimeEnd;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void OnDirectionChanged(ValueChangedEvent<ScrollingDirection> e)
|
||||
{
|
||||
|
@ -73,7 +73,7 @@ namespace osu.Game.Rulesets.Mania.UI
|
||||
{
|
||||
foreach (var column in stage.Columns)
|
||||
{
|
||||
if (column.ReceivePositionalInputAt(screenSpacePosition))
|
||||
if (column.ReceivePositionalInputAt(new Vector2(screenSpacePosition.X, column.ScreenSpaceDrawQuad.Centre.Y)))
|
||||
{
|
||||
found = column;
|
||||
break;
|
||||
@ -87,6 +87,31 @@ namespace osu.Game.Rulesets.Mania.UI
|
||||
return found;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retrieves a <see cref="Column"/> by index.
|
||||
/// </summary>
|
||||
/// <param name="index">The index of the column.</param>
|
||||
/// <returns>The <see cref="Column"/> corresponding to the given index.</returns>
|
||||
/// <exception cref="ArgumentOutOfRangeException">If <paramref name="index"/> is less than 0 or greater than <see cref="TotalColumns"/>.</exception>
|
||||
public Column GetColumn(int index)
|
||||
{
|
||||
if (index < 0 || index > TotalColumns - 1)
|
||||
throw new ArgumentOutOfRangeException(nameof(index));
|
||||
|
||||
foreach (var stage in stages)
|
||||
{
|
||||
if (index >= stage.Columns.Count)
|
||||
{
|
||||
index -= stage.Columns.Count;
|
||||
continue;
|
||||
}
|
||||
|
||||
return stage.Columns[index];
|
||||
}
|
||||
|
||||
throw new ArgumentOutOfRangeException(nameof(index));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retrieves the total amount of columns across all stages in this playfield.
|
||||
/// </summary>
|
||||
|
@ -59,7 +59,7 @@ namespace osu.Game.Rulesets.UI
|
||||
/// </summary>
|
||||
public PassThroughInputManager KeyBindingInputManager;
|
||||
|
||||
public override double GameplayStartTime => Objects.First().StartTime - 2000;
|
||||
public override double GameplayStartTime => Objects.FirstOrDefault()?.StartTime - 2000 ?? 0;
|
||||
|
||||
private readonly Lazy<Playfield> playfield;
|
||||
|
||||
|
@ -401,12 +401,13 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
|
||||
HitObject draggedObject = movementBlueprint.HitObject;
|
||||
|
||||
// The final movement position, relative to screenSpaceMovementStartPosition
|
||||
// The final movement position, relative to movementBlueprintOriginalPosition.
|
||||
Vector2 movePosition = movementBlueprintOriginalPosition.Value + e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
|
||||
|
||||
// Retrieve a snapped position.
|
||||
(Vector2 snappedPosition, double snappedTime) = snapProvider.GetSnappedPosition(ToLocalSpace(movePosition), draggedObject.StartTime);
|
||||
|
||||
// Move the hitobjects
|
||||
// Move the hitobjects.
|
||||
if (!selectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprint, ToScreenSpace(snappedPosition))))
|
||||
return true;
|
||||
|
||||
|
@ -15,7 +15,7 @@ namespace osu.Game.Tests.Visual
|
||||
/// Provides a clock, beat-divisor, and scrolling capability for test cases of editor components that
|
||||
/// are preferrably tested within the presence of a clock and seek controls.
|
||||
/// </summary>
|
||||
public abstract class EditorClockTestScene : OsuTestScene
|
||||
public abstract class EditorClockTestScene : OsuManualInputManagerTestScene
|
||||
{
|
||||
protected readonly BindableBeatDivisor BeatDivisor = new BindableBeatDivisor();
|
||||
protected new readonly EditorClock Clock;
|
||||
|
Loading…
Reference in New Issue
Block a user