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Merge pull request #22265 from Wleter/SliderEnd-Snap
Add snapping sliderends with nearby objects
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3cd810f332
@ -22,6 +22,11 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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/// </summary>
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public Vector2 PathStartLocation => body.PathOffset;
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/// <summary>
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/// Offset in absolute (local) coordinates from the end of the curve.
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/// </summary>
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public Vector2 PathEndLocation => body.PathEndOffset;
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public SliderBodyPiece()
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{
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InternalChild = body = new ManualSliderBody
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@ -409,6 +409,11 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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public override Vector2 ScreenSpaceSelectionPoint => DrawableObject.SliderBody?.ToScreenSpace(DrawableObject.SliderBody.PathOffset)
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?? BodyPiece.ToScreenSpace(BodyPiece.PathStartLocation);
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protected override Vector2[] ScreenSpaceAdditionalNodes => new[]
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{
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DrawableObject.SliderBody?.ToScreenSpace(DrawableObject.SliderBody.PathEndOffset) ?? BodyPiece.ToScreenSpace(BodyPiece.PathEndLocation)
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};
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) =>
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BodyPiece.ReceivePositionalInputAt(screenSpacePos) || ControlPointVisualiser?.Pieces.Any(p => p.ReceivePositionalInputAt(screenSpacePos)) == true;
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@ -31,6 +31,11 @@ namespace osu.Game.Rulesets.Osu.Skinning
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/// </summary>
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public virtual Vector2 PathOffset => path.PositionInBoundingBox(path.Vertices[0]);
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/// <summary>
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/// Offset in absolute coordinates from the end of the curve.
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/// </summary>
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public virtual Vector2 PathEndOffset => path.PositionInBoundingBox(path.Vertices[^1]);
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/// <summary>
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/// Used to colour the path.
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/// </summary>
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@ -43,6 +43,8 @@ namespace osu.Game.Rulesets.Osu.Skinning
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public override Vector2 PathOffset => snakedPathOffset;
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public override Vector2 PathEndOffset => snakedPathEndOffset;
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/// <summary>
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/// The top-left position of the path when fully snaked.
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/// </summary>
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@ -53,6 +55,11 @@ namespace osu.Game.Rulesets.Osu.Skinning
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/// </summary>
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private Vector2 snakedPathOffset;
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/// <summary>
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/// The offset of the end of path from <see cref="snakedPosition"/> when fully snaked.
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/// </summary>
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private Vector2 snakedPathEndOffset;
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private DrawableSlider drawableSlider = null!;
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[BackgroundDependencyLoader]
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@ -109,6 +116,7 @@ namespace osu.Game.Rulesets.Osu.Skinning
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snakedPosition = Path.PositionInBoundingBox(Vector2.Zero);
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snakedPathOffset = Path.PositionInBoundingBox(Path.Vertices[0]);
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snakedPathEndOffset = Path.PositionInBoundingBox(Path.Vertices[^1]);
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double lastSnakedStart = SnakedStart ?? 0;
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double lastSnakedEnd = SnakedEnd ?? 0;
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@ -4,6 +4,7 @@
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#nullable disable
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using System;
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using System.Linq;
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using osu.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -125,10 +126,21 @@ namespace osu.Game.Rulesets.Edit
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public virtual MenuItem[] ContextMenuItems => Array.Empty<MenuItem>();
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/// <summary>
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/// The screen-space point that causes this <see cref="HitObjectSelectionBlueprint"/> to be selected via a drag.
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/// The screen-space main point that causes this <see cref="HitObjectSelectionBlueprint"/> to be selected via a drag.
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/// </summary>
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public virtual Vector2 ScreenSpaceSelectionPoint => ScreenSpaceDrawQuad.Centre;
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/// <summary>
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/// Any points that should be used for snapping purposes in addition to <see cref="ScreenSpaceSelectionPoint"/>. Exposed via <see cref="ScreenSpaceSnapPoints"/>.
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/// </summary>
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protected virtual Vector2[] ScreenSpaceAdditionalNodes => Array.Empty<Vector2>();
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/// <summary>
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/// The screen-space collection of base points on this <see cref="HitObjectSelectionBlueprint"/> that other objects can be snapped to.
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/// The first element of this collection is <see cref="ScreenSpaceSelectionPoint"/>
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/// </summary>
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public Vector2[] ScreenSpaceSnapPoints => ScreenSpaceAdditionalNodes.Prepend(ScreenSpaceSelectionPoint).ToArray();
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/// <summary>
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/// The screen-space quad that outlines this <see cref="HitObjectSelectionBlueprint"/> for selections.
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/// </summary>
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@ -439,7 +439,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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#region Selection Movement
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private Vector2[] movementBlueprintOriginalPositions;
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private Vector2[][] movementBlueprintsOriginalPositions;
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private SelectionBlueprint<T>[] movementBlueprints;
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private bool isDraggingBlueprint;
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@ -459,7 +459,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// Movement is tracked from the blueprint of the earliest item, since it only makes sense to distance snap from that item
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movementBlueprints = SortForMovement(SelectionHandler.SelectedBlueprints).ToArray();
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movementBlueprintOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint).ToArray();
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movementBlueprintsOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSnapPoints).ToArray();
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return true;
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}
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@ -480,26 +480,15 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (movementBlueprints == null)
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return false;
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Debug.Assert(movementBlueprintOriginalPositions != null);
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Debug.Assert(movementBlueprintsOriginalPositions != null);
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Vector2 distanceTravelled = e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
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if (snapProvider != null)
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{
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// check for positional snap for every object in selection (for things like object-object snapping)
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for (int i = 0; i < movementBlueprintOriginalPositions.Length; i++)
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for (int i = 0; i < movementBlueprints.Length; i++)
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{
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Vector2 originalPosition = movementBlueprintOriginalPositions[i];
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var testPosition = originalPosition + distanceTravelled;
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var positionalResult = snapProvider.FindSnappedPositionAndTime(testPosition, SnapType.NearbyObjects);
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if (positionalResult.ScreenSpacePosition == testPosition) continue;
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var delta = positionalResult.ScreenSpacePosition - movementBlueprints[i].ScreenSpaceSelectionPoint;
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// attempt to move the objects, and abort any time based snapping if we can.
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if (SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints[i], delta)))
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if (checkSnappingBlueprintToNearbyObjects(movementBlueprints[i], distanceTravelled, movementBlueprintsOriginalPositions[i]))
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return true;
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}
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}
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@ -508,7 +497,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// item in the selection.
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// The final movement position, relative to movementBlueprintOriginalPosition.
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Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTravelled;
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Vector2 movePosition = movementBlueprintsOriginalPositions.First().First() + distanceTravelled;
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// Retrieve a snapped position.
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var result = snapProvider?.FindSnappedPositionAndTime(movePosition, ~SnapType.NearbyObjects);
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@ -521,6 +510,36 @@ namespace osu.Game.Screens.Edit.Compose.Components
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return ApplySnapResult(movementBlueprints, result);
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}
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/// <summary>
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/// Check for positional snap for given blueprint.
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/// </summary>
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/// <param name="blueprint">The blueprint to check for snapping.</param>
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/// <param name="distanceTravelled">Distance travelled since start of dragging action.</param>
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/// <param name="originalPositions">The snap positions of blueprint before start of dragging action.</param>
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/// <returns>Whether an object to snap to was found.</returns>
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private bool checkSnappingBlueprintToNearbyObjects(SelectionBlueprint<T> blueprint, Vector2 distanceTravelled, Vector2[] originalPositions)
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{
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var currentPositions = blueprint.ScreenSpaceSnapPoints;
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for (int i = 0; i < originalPositions.Length; i++)
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{
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Vector2 originalPosition = originalPositions[i];
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var testPosition = originalPosition + distanceTravelled;
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var positionalResult = snapProvider.FindSnappedPositionAndTime(testPosition, SnapType.NearbyObjects);
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if (positionalResult.ScreenSpacePosition == testPosition) continue;
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var delta = positionalResult.ScreenSpacePosition - currentPositions[i];
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// attempt to move the objects, and abort any time based snapping if we can.
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if (SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(blueprint, delta)))
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return true;
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}
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return false;
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}
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protected virtual bool ApplySnapResult(SelectionBlueprint<T>[] blueprints, SnapResult result) =>
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SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(blueprints.First(), result.ScreenSpacePosition - blueprints.First().ScreenSpaceSelectionPoint));
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@ -533,7 +552,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (movementBlueprints == null)
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return false;
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movementBlueprintOriginalPositions = null;
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movementBlueprintsOriginalPositions = null;
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movementBlueprints = null;
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return true;
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