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Handle control point positional updates within SliderPath

This commit is contained in:
smoogipoo 2019-12-06 18:49:01 +09:00
parent 2b5f9515de
commit 16f8341a02
3 changed files with 22 additions and 8 deletions

View File

@ -117,14 +117,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
return true;
}
// Make control points relative
Vector2 first = slider.Path.ControlPoints[0].Position.Value;
for (int i = 0; i < slider.Path.ControlPoints.Count; i++)
slider.Path.ControlPoints[i].Position.Value = slider.Path.ControlPoints[i].Position.Value - first;
// The slider's position defines the position of the first control point, and all further control points are relative to that point
slider.Position += first;
// 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;

View File

@ -100,6 +100,8 @@ namespace osu.Game.Rulesets.Osu.Objects
{
SamplesBindable.ItemsAdded += _ => updateNestedSamples();
SamplesBindable.ItemsRemoved += _ => updateNestedSamples();
Path.OffsetChanged += offset => Position += offset;
}
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)

View File

@ -16,6 +16,12 @@ namespace osu.Game.Rulesets.Objects
{
public class SliderPath
{
/// <summary>
/// Invoked when the offset of the path changes.
/// The provided value indicates the offset, and should be used to re-calculate the position of the containing drawable.
/// </summary>
public event Action<Vector2> OffsetChanged;
/// <summary>
/// The current version of this <see cref="SliderPath"/>. Updated when any change to the path occurs.
/// </summary>
@ -62,6 +68,20 @@ namespace osu.Game.Rulesets.Objects
foreach (var c in items)
c.Changed -= invalidate;
// Make all control points relative to the first one
if (ControlPoints.Count > 0)
{
Vector2 first = ControlPoints[0].Position.Value;
if (first != Vector2.Zero)
{
foreach (var c in ControlPoints)
c.Position.Value -= first;
OffsetChanged?.Invoke(first);
}
}
invalidate();
};
}