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Merge pull request #11853 from FamousPig/scale-breaking-bounds
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0f7be8f632
@ -35,8 +35,18 @@ namespace osu.Game.Rulesets.Osu.Edit
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referenceOrigin = null;
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}
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public override bool HandleMovement(MoveSelectionEvent moveEvent) =>
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moveSelection(moveEvent.InstantDelta);
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public override bool HandleMovement(MoveSelectionEvent moveEvent)
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{
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var hitObjects = selectedMovableObjects;
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// this will potentially move the selection out of bounds...
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foreach (var h in hitObjects)
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h.Position += moveEvent.InstantDelta;
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// but this will be corrected.
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moveSelectionInBounds();
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return true;
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}
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/// <summary>
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/// During a transform, the initial origin is stored so it can be used throughout the operation.
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@ -140,36 +150,11 @@ namespace osu.Game.Rulesets.Osu.Edit
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// the only hit object selected. with a group selection, it's likely the user
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// is not looking to change the duration of the slider but expand the whole pattern.
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if (hitObjects.Length == 1 && hitObjects.First() is Slider slider)
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{
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Quad quad = getSurroundingQuad(slider.Path.ControlPoints.Select(p => p.Position.Value));
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Vector2 pathRelativeDeltaScale = new Vector2(1 + scale.X / quad.Width, 1 + scale.Y / quad.Height);
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foreach (var point in slider.Path.ControlPoints)
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point.Position.Value *= pathRelativeDeltaScale;
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}
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scaleSlider(slider, scale);
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else
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{
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// move the selection before scaling if dragging from top or left anchors.
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if ((reference & Anchor.x0) > 0 && !moveSelection(new Vector2(-scale.X, 0))) return false;
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if ((reference & Anchor.y0) > 0 && !moveSelection(new Vector2(0, -scale.Y))) return false;
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Quad quad = getSurroundingQuad(hitObjects);
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foreach (var h in hitObjects)
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{
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var newPosition = h.Position;
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// guard against no-ops and NaN.
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if (scale.X != 0 && quad.Width > 0)
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newPosition.X = quad.TopLeft.X + (h.X - quad.TopLeft.X) / quad.Width * (quad.Width + scale.X);
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if (scale.Y != 0 && quad.Height > 0)
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newPosition.Y = quad.TopLeft.Y + (h.Y - quad.TopLeft.Y) / quad.Height * (quad.Height + scale.Y);
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h.Position = newPosition;
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}
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}
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scaleHitObjects(hitObjects, reference, scale);
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moveSelectionInBounds();
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return true;
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}
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@ -207,28 +192,124 @@ namespace osu.Game.Rulesets.Osu.Edit
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return true;
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}
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private bool moveSelection(Vector2 delta)
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private void scaleSlider(Slider slider, Vector2 scale)
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{
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Quad sliderQuad = getSurroundingQuad(slider.Path.ControlPoints.Select(p => p.Position.Value));
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// Limit minimum distance between control points after scaling to almost 0. Less than 0 causes the slider to flip, exactly 0 causes a crash through division by 0.
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scale = Vector2.ComponentMax(new Vector2(Precision.FLOAT_EPSILON), sliderQuad.Size + scale) - sliderQuad.Size;
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Vector2 pathRelativeDeltaScale = new Vector2(1 + scale.X / sliderQuad.Width, 1 + scale.Y / sliderQuad.Height);
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Queue<Vector2> oldControlPoints = new Queue<Vector2>();
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foreach (var point in slider.Path.ControlPoints)
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{
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oldControlPoints.Enqueue(point.Position.Value);
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point.Position.Value *= pathRelativeDeltaScale;
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}
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//if sliderhead or sliderend end up outside playfield, revert scaling.
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Quad scaledQuad = getSurroundingQuad(new OsuHitObject[] { slider });
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(bool xInBounds, bool yInBounds) = isQuadInBounds(scaledQuad);
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if (xInBounds && yInBounds)
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return;
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foreach (var point in slider.Path.ControlPoints)
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point.Position.Value = oldControlPoints.Dequeue();
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}
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private void scaleHitObjects(OsuHitObject[] hitObjects, Anchor reference, Vector2 scale)
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{
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scale = getClampedScale(hitObjects, reference, scale);
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// move the selection before scaling if dragging from top or left anchors.
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float xOffset = ((reference & Anchor.x0) > 0) ? -scale.X : 0;
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float yOffset = ((reference & Anchor.y0) > 0) ? -scale.Y : 0;
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Quad selectionQuad = getSurroundingQuad(hitObjects);
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foreach (var h in hitObjects)
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{
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var newPosition = h.Position;
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// guard against no-ops and NaN.
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if (scale.X != 0 && selectionQuad.Width > 0)
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newPosition.X = selectionQuad.TopLeft.X + xOffset + (h.X - selectionQuad.TopLeft.X) / selectionQuad.Width * (selectionQuad.Width + scale.X);
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if (scale.Y != 0 && selectionQuad.Height > 0)
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newPosition.Y = selectionQuad.TopLeft.Y + yOffset + (h.Y - selectionQuad.TopLeft.Y) / selectionQuad.Height * (selectionQuad.Height + scale.Y);
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h.Position = newPosition;
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}
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}
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private (bool X, bool Y) isQuadInBounds(Quad quad)
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{
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bool xInBounds = (quad.TopLeft.X >= 0) && (quad.BottomRight.X <= DrawWidth);
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bool yInBounds = (quad.TopLeft.Y >= 0) && (quad.BottomRight.Y <= DrawHeight);
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return (xInBounds, yInBounds);
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}
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private void moveSelectionInBounds()
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{
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var hitObjects = selectedMovableObjects;
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Quad quad = getSurroundingQuad(hitObjects);
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Vector2 newTopLeft = quad.TopLeft + delta;
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if (newTopLeft.X < 0)
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delta.X -= newTopLeft.X;
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if (newTopLeft.Y < 0)
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delta.Y -= newTopLeft.Y;
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Vector2 delta = Vector2.Zero;
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Vector2 newBottomRight = quad.BottomRight + delta;
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if (newBottomRight.X > DrawWidth)
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delta.X -= newBottomRight.X - DrawWidth;
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if (newBottomRight.Y > DrawHeight)
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delta.Y -= newBottomRight.Y - DrawHeight;
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if (quad.TopLeft.X < 0)
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delta.X -= quad.TopLeft.X;
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if (quad.TopLeft.Y < 0)
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delta.Y -= quad.TopLeft.Y;
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if (quad.BottomRight.X > DrawWidth)
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delta.X -= quad.BottomRight.X - DrawWidth;
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if (quad.BottomRight.Y > DrawHeight)
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delta.Y -= quad.BottomRight.Y - DrawHeight;
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foreach (var h in hitObjects)
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h.Position += delta;
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}
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return true;
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/// <summary>
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/// Clamp scale for multi-object-scaling where selection does not exceed playfield bounds or flip.
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/// </summary>
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/// <param name="hitObjects">The hitobjects to be scaled</param>
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/// <param name="reference">The anchor from which the scale operation is performed</param>
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/// <param name="scale">The scale to be clamped</param>
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/// <returns>The clamped scale vector</returns>
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private Vector2 getClampedScale(OsuHitObject[] hitObjects, Anchor reference, Vector2 scale)
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{
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float xOffset = ((reference & Anchor.x0) > 0) ? -scale.X : 0;
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float yOffset = ((reference & Anchor.y0) > 0) ? -scale.Y : 0;
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Quad selectionQuad = getSurroundingQuad(hitObjects);
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//todo: this is not always correct for selections involving sliders. This approximation assumes each point is scaled independently, but sliderends move with the sliderhead.
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Quad scaledQuad = new Quad(selectionQuad.TopLeft.X + xOffset, selectionQuad.TopLeft.Y + yOffset, selectionQuad.Width + scale.X, selectionQuad.Height + scale.Y);
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//max Size -> playfield bounds
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if (scaledQuad.TopLeft.X < 0)
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scale.X += scaledQuad.TopLeft.X;
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if (scaledQuad.TopLeft.Y < 0)
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scale.Y += scaledQuad.TopLeft.Y;
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if (scaledQuad.BottomRight.X > DrawWidth)
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scale.X -= scaledQuad.BottomRight.X - DrawWidth;
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if (scaledQuad.BottomRight.Y > DrawHeight)
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scale.Y -= scaledQuad.BottomRight.Y - DrawHeight;
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//min Size -> almost 0. Less than 0 causes the quad to flip, exactly 0 causes scaling to get stuck at minimum scale.
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Vector2 scaledSize = selectionQuad.Size + scale;
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Vector2 minSize = new Vector2(Precision.FLOAT_EPSILON);
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scale = Vector2.ComponentMax(minSize, scaledSize) - selectionQuad.Size;
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return scale;
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}
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/// <summary>
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