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Rework control point placement for better progression
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parent
e17d5bdbaf
commit
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@ -3,11 +3,11 @@
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using System.Diagnostics;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Framework.Input.Events;
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using osu.Framework.Logging;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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@ -77,11 +77,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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break;
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case PlacementState.Body:
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ensureCursor();
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// The given screen-space position may have been externally snapped, but the unsnapped position from the input manager
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// is used instead since snapping control points doesn't make much sense
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cursor.Position.Value = ToLocalSpace(inputManager.CurrentState.Mouse.Position) - HitObject.Position;
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updateCursor();
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break;
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}
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}
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@ -98,12 +94,15 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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if (e.Button != MouseButton.Left)
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break;
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// Find the last non-cursor control point and the respective drawable piece
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var lastPoint = HitObject.Path.ControlPoints.LastOrDefault(p => p != cursor);
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var lastPiece = controlPointVisualiser.Pieces.Single(p => p.ControlPoint == lastPoint);
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if (lastPiece?.IsHovered == true)
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if (canPlaceNewControlPoint(out var lastPoint))
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{
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// Place a new point by detatching the current cursor.
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updateCursor();
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cursor = null;
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}
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else
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{
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// Transform the last point into a new segment.
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Debug.Assert(lastPoint != null);
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segmentStart = lastPoint;
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@ -111,11 +110,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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currentSegmentLength = 1;
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}
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else
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{
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ensureCursor();
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cursor = null; // Detatch the cursor
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}
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return true;
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}
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@ -167,17 +161,48 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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}
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}
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private void ensureCursor()
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private void updateCursor()
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{
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if (cursor == null)
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if (canPlaceNewControlPoint(out _))
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{
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HitObject.Path.ControlPoints.Add(cursor = new PathControlPoint { Position = { Value = Vector2.Zero } });
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currentSegmentLength++;
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// The cursor does not overlap a previous control point, so it can be added if not already existing.
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if (cursor == null)
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{
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HitObject.Path.ControlPoints.Add(cursor = new PathControlPoint { Position = { Value = Vector2.Zero } });
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updatePathType();
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// The path type should be adjusted in the progression of updatePathType() (Linear -> PC -> Bezier).
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currentSegmentLength++;
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updatePathType();
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}
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Logger.Log("Set cursor");
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// Update the cursor position.
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cursor.Position.Value = ToLocalSpace(inputManager.CurrentState.Mouse.Position) - HitObject.Position;
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}
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else if (cursor != null)
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{
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// The cursor overlaps a previous control point, so it's removed.
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HitObject.Path.ControlPoints.Remove(cursor);
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cursor = null;
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// The path type should be adjusted in the reverse progression of updatePathType() (Bezier -> PC -> Linear).
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currentSegmentLength--;
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updatePathType();
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}
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}
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/// <summary>
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/// Whether a new control point can be placed at the current mouse position.
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/// </summary>
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/// <param name="lastPoint">The last-placed control point. May be null, but is not null if <c>false</c> is returned.</param>
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/// <returns>Whether a new control point can be placed at the current position.</returns>
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private bool canPlaceNewControlPoint([CanBeNull] out PathControlPoint lastPoint)
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{
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// We cannot rely on the ordering of drawable pieces, so find the respective drawable piece by searching for the last non-cursor control point.
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var last = HitObject.Path.ControlPoints.LastOrDefault(p => p != cursor);
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var lastPiece = controlPointVisualiser.Pieces.Single(p => p.ControlPoint == last);
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lastPoint = last;
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return lastPiece?.IsHovered != true;
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}
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private void updateSlider()
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