1
0
mirror of https://github.com/ppy/osu.git synced 2025-02-13 17:33:22 +08:00

Handle control point drag revert

This commit is contained in:
Dean Herbert 2021-04-16 15:22:58 +09:00
parent d38e294d96
commit 2949a6bbdc

View File

@ -185,6 +185,10 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
protected override void OnDrag(DragEvent e)
{
Vector2[] oldControlPoints = slider.Path.ControlPoints.Select(cp => cp.Position.Value).ToArray();
var oldPosition = slider.Position;
var oldStartTime = slider.StartTime;
if (ControlPoint == slider.Path.ControlPoints[0])
{
// Special handling for the head control point - the position of the slider changes which means the snapped position and time have to be taken into account
@ -202,6 +206,16 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
else
ControlPoint.Position.Value = dragStartPosition + (e.MousePosition - e.MouseDownPosition);
if (!slider.Path.HasValidLength)
{
for (var i = 0; i < slider.Path.ControlPoints.Count; i++)
slider.Path.ControlPoints[i].Position.Value = oldControlPoints[i];
slider.Position = oldPosition;
slider.StartTime = oldStartTime;
return;
}
// Maintain the path type in case it got defaulted to bezier at some point during the drag.
PointsInSegment[0].Type.Value = dragPathType;
}