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Move control point removal to SliderSelectionBlueprint
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commit
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@ -5,7 +5,6 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using Humanizer;
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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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@ -18,8 +17,6 @@ using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Screens.Edit.Compose;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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@ -34,11 +31,10 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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private InputManager inputManager;
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[Resolved(CanBeNull = true)]
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private IPlacementHandler placementHandler { get; set; }
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private IBindableList<PathControlPoint> controlPoints;
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public Action<List<PathControlPoint>> RemoveControlPointsRequested;
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public PathControlPointVisualiser(Slider slider, bool allowSelection)
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{
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this.slider = slider;
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@ -123,29 +119,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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if (toRemove.Count == 0)
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return false;
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foreach (var c in toRemove)
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{
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// The first control point in the slider must have a type, so take it from the previous "first" one
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// Todo: Should be handled within SliderPath itself
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if (c == slider.Path.ControlPoints[0] && slider.Path.ControlPoints.Count > 1 && slider.Path.ControlPoints[1].Type.Value == null)
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slider.Path.ControlPoints[1].Type.Value = slider.Path.ControlPoints[0].Type.Value;
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slider.Path.ControlPoints.Remove(c);
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}
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// If there are 0 or 1 remaining control points, the slider is in a degenerate (single point) form and should be deleted
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if (slider.Path.ControlPoints.Count <= 1)
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{
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placementHandler?.Delete(slider);
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return true;
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}
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// The path will have a non-zero offset if the head is removed, but sliders don't support this behaviour since the head is positioned at the slider's position
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// So the slider needs to be offset by this amount instead, and all control points offset backwards such that the path is re-positioned at (0, 0)
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Vector2 first = slider.Path.ControlPoints[0].Position.Value;
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foreach (var c in slider.Path.ControlPoints)
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c.Position.Value -= first;
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slider.Position += first;
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RemoveControlPointsRequested?.Invoke(toRemove);
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// Since pieces are re-used, they will not point to the deleted control points while remaining selected
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foreach (var piece in Pieces)
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@ -1,6 +1,7 @@
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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.Collections.Generic;
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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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@ -14,6 +15,7 @@ using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Screens.Edit.Compose;
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using osuTK;
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using osuTK.Input;
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@ -29,6 +31,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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[Resolved(CanBeNull = true)]
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private HitObjectComposer composer { get; set; }
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[Resolved(CanBeNull = true)]
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private IPlacementHandler placementHandler { get; set; }
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public SliderSelectionBlueprint(DrawableSlider slider)
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: base(slider)
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{
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@ -40,6 +45,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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HeadBlueprint = CreateCircleSelectionBlueprint(slider, SliderPosition.Start),
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TailBlueprint = CreateCircleSelectionBlueprint(slider, SliderPosition.End),
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ControlPointVisualiser = new PathControlPointVisualiser(sliderObject, true)
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{
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RemoveControlPointsRequested = removeControlPoints
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}
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};
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}
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@ -97,6 +105,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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return true;
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}
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private BindableList<PathControlPoint> controlPoints => HitObject.Path.ControlPoints;
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private int addControlPoint(Vector2 position)
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{
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position -= HitObject.Position;
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@ -104,9 +114,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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int insertionIndex = 0;
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float minDistance = float.MaxValue;
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for (int i = 0; i < HitObject.Path.ControlPoints.Count - 1; i++)
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for (int i = 0; i < controlPoints.Count - 1; i++)
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{
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float dist = new Line(HitObject.Path.ControlPoints[i].Position.Value, HitObject.Path.ControlPoints[i + 1].Position.Value).DistanceToPoint(position);
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float dist = new Line(controlPoints[i].Position.Value, controlPoints[i + 1].Position.Value).DistanceToPoint(position);
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if (dist < minDistance)
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{
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@ -116,11 +126,42 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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}
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// Move the control points from the insertion index onwards to make room for the insertion
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HitObject.Path.ControlPoints.Insert(insertionIndex, new PathControlPoint { Position = { Value = position } });
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controlPoints.Insert(insertionIndex, new PathControlPoint { Position = { Value = position } });
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return insertionIndex;
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}
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private void removeControlPoints(List<PathControlPoint> toRemove)
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{
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// Ensure that there are any points to be deleted
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if (toRemove.Count == 0)
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return;
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foreach (var c in toRemove)
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{
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// The first control point in the slider must have a type, so take it from the previous "first" one
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// Todo: Should be handled within SliderPath itself
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if (c == controlPoints[0] && controlPoints.Count > 1 && controlPoints[1].Type.Value == null)
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controlPoints[1].Type.Value = controlPoints[0].Type.Value;
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controlPoints.Remove(c);
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}
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// If there are 0 or 1 remaining control points, the slider is in a degenerate (single point) form and should be deleted
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if (controlPoints.Count <= 1)
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{
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placementHandler?.Delete(HitObject);
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return;
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}
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// The path will have a non-zero offset if the head is removed, but sliders don't support this behaviour since the head is positioned at the slider's position
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// So the slider needs to be offset by this amount instead, and all control points offset backwards such that the path is re-positioned at (0, 0)
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Vector2 first = controlPoints[0].Position.Value;
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foreach (var c in controlPoints)
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c.Position.Value -= first;
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HitObject.Position += first;
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}
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private void updatePath()
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{
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HitObject.Path.ExpectedDistance.Value = composer?.GetSnappedDistanceFromDistance(HitObject.StartTime, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance;
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