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mirror of https://github.com/ppy/osu.git synced 2025-01-28 08:02:55 +08:00

Rework control point placement for better progression

This commit is contained in:
smoogipoo 2020-04-13 15:31:46 +09:00
parent e17d5bdbaf
commit 2c20328a70

View File

@ -3,11 +3,11 @@
using System.Diagnostics;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Framework.Input.Events;
using osu.Framework.Logging;
using osu.Game.Graphics;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
@ -77,11 +77,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
break;
case PlacementState.Body:
ensureCursor();
// The given screen-space position may have been externally snapped, but the unsnapped position from the input manager
// is used instead since snapping control points doesn't make much sense
cursor.Position.Value = ToLocalSpace(inputManager.CurrentState.Mouse.Position) - HitObject.Position;
updateCursor();
break;
}
}
@ -98,12 +94,15 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
if (e.Button != MouseButton.Left)
break;
// Find the last non-cursor control point and the respective drawable piece
var lastPoint = HitObject.Path.ControlPoints.LastOrDefault(p => p != cursor);
var lastPiece = controlPointVisualiser.Pieces.Single(p => p.ControlPoint == lastPoint);
if (lastPiece?.IsHovered == true)
if (canPlaceNewControlPoint(out var lastPoint))
{
// Place a new point by detatching the current cursor.
updateCursor();
cursor = null;
}
else
{
// Transform the last point into a new segment.
Debug.Assert(lastPoint != null);
segmentStart = lastPoint;
@ -111,11 +110,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
currentSegmentLength = 1;
}
else
{
ensureCursor();
cursor = null; // Detatch the cursor
}
return true;
}
@ -167,17 +161,48 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
}
}
private void ensureCursor()
private void updateCursor()
{
if (cursor == null)
if (canPlaceNewControlPoint(out _))
{
HitObject.Path.ControlPoints.Add(cursor = new PathControlPoint { Position = { Value = Vector2.Zero } });
currentSegmentLength++;
// The cursor does not overlap a previous control point, so it can be added if not already existing.
if (cursor == null)
{
HitObject.Path.ControlPoints.Add(cursor = new PathControlPoint { Position = { Value = Vector2.Zero } });
updatePathType();
// The path type should be adjusted in the progression of updatePathType() (Linear -> PC -> Bezier).
currentSegmentLength++;
updatePathType();
}
Logger.Log("Set cursor");
// Update the cursor position.
cursor.Position.Value = ToLocalSpace(inputManager.CurrentState.Mouse.Position) - HitObject.Position;
}
else if (cursor != null)
{
// The cursor overlaps a previous control point, so it's removed.
HitObject.Path.ControlPoints.Remove(cursor);
cursor = null;
// The path type should be adjusted in the reverse progression of updatePathType() (Bezier -> PC -> Linear).
currentSegmentLength--;
updatePathType();
}
}
/// <summary>
/// Whether a new control point can be placed at the current mouse position.
/// </summary>
/// <param name="lastPoint">The last-placed control point. May be null, but is not null if <c>false</c> is returned.</param>
/// <returns>Whether a new control point can be placed at the current position.</returns>
private bool canPlaceNewControlPoint([CanBeNull] out PathControlPoint lastPoint)
{
// We cannot rely on the ordering of drawable pieces, so find the respective drawable piece by searching for the last non-cursor control point.
var last = HitObject.Path.ControlPoints.LastOrDefault(p => p != cursor);
var lastPiece = controlPointVisualiser.Pieces.Single(p => p.ControlPoint == last);
lastPoint = last;
return lastPiece?.IsHovered != true;
}
private void updateSlider()