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Merge branch 'master' into blueprint-container-sorting

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Dean Herbert 2021-09-27 14:12:09 +09:00 committed by GitHub
commit 41fb3371e5
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8 changed files with 358 additions and 26 deletions

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@ -52,7 +52,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
// In 2B beatmaps, it is possible that a normal Fruit is placed in the middle of a JuiceStream.
foreach (var hitObject in beatmap.HitObjects
.SelectMany(obj => obj is JuiceStream stream ? stream.NestedHitObjects : new[] { obj })
.SelectMany(obj => obj is JuiceStream stream ? stream.NestedHitObjects.AsEnumerable() : new[] { obj })
.Cast<CatchHitObject>()
.OrderBy(x => x.StartTime))
{

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@ -149,7 +149,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
{
lowerBound ??= RandomStart;
upperBound ??= TotalColumns;
nextColumn ??= (_ => GetRandomColumn(lowerBound, upperBound));
nextColumn ??= _ => GetRandomColumn(lowerBound, upperBound);
// Check for the initial column
if (isValid(initialColumn))
@ -176,7 +176,19 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
return initialColumn;
bool isValid(int column) => validation?.Invoke(column) != false && !patterns.Any(p => p.ColumnHasObject(column));
bool isValid(int column)
{
if (validation?.Invoke(column) == false)
return false;
foreach (var p in patterns)
{
if (p.ColumnHasObject(column))
return false;
}
return true;
}
}
/// <summary>

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@ -12,46 +12,68 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns
/// </summary>
internal class Pattern
{
private readonly List<ManiaHitObject> hitObjects = new List<ManiaHitObject>();
private List<ManiaHitObject> hitObjects;
private HashSet<int> containedColumns;
/// <summary>
/// All the hit objects contained in this pattern.
/// </summary>
public IEnumerable<ManiaHitObject> HitObjects => hitObjects;
public IEnumerable<ManiaHitObject> HitObjects => hitObjects ?? Enumerable.Empty<ManiaHitObject>();
/// <summary>
/// Check whether a column of this patterns contains a hit object.
/// </summary>
/// <param name="column">The column index.</param>
/// <returns>Whether the column with index <paramref name="column"/> contains a hit object.</returns>
public bool ColumnHasObject(int column) => hitObjects.Exists(h => h.Column == column);
public bool ColumnHasObject(int column) => containedColumns?.Contains(column) == true;
/// <summary>
/// Amount of columns taken up by hit objects in this pattern.
/// </summary>
public int ColumnWithObjects => HitObjects.GroupBy(h => h.Column).Count();
public int ColumnWithObjects => containedColumns?.Count ?? 0;
/// <summary>
/// Adds a hit object to this pattern.
/// </summary>
/// <param name="hitObject">The hit object to add.</param>
public void Add(ManiaHitObject hitObject) => hitObjects.Add(hitObject);
public void Add(ManiaHitObject hitObject)
{
prepareStorage();
hitObjects.Add(hitObject);
containedColumns.Add(hitObject.Column);
}
/// <summary>
/// Copies hit object from another pattern to this one.
/// </summary>
/// <param name="other">The other pattern.</param>
public void Add(Pattern other) => hitObjects.AddRange(other.HitObjects);
public void Add(Pattern other)
{
prepareStorage();
if (other.hitObjects != null)
{
hitObjects.AddRange(other.hitObjects);
foreach (var h in other.hitObjects)
containedColumns.Add(h.Column);
}
}
/// <summary>
/// Clears this pattern, removing all hit objects.
/// </summary>
public void Clear() => hitObjects.Clear();
public void Clear()
{
hitObjects?.Clear();
containedColumns?.Clear();
}
/// <summary>
/// Removes a hit object from this pattern.
/// </summary>
/// <param name="hitObject">The hit object to remove.</param>
public bool Remove(ManiaHitObject hitObject) => hitObjects.Remove(hitObject);
private void prepareStorage()
{
hitObjects ??= new List<ManiaHitObject>();
containedColumns ??= new HashSet<int>();
}
}
}

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@ -20,14 +20,14 @@ using osuTK.Input;
namespace osu.Game.Tests.Visual.Editing
{
public class TestSceneEditorSelection : EditorTestScene
public class TestSceneComposerSelection : EditorTestScene
{
protected override Ruleset CreateEditorRuleset() => new OsuRuleset();
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new TestBeatmap(ruleset, false);
private EditorBlueprintContainer blueprintContainer
=> Editor.ChildrenOfType<EditorBlueprintContainer>().First();
private ComposeBlueprintContainer blueprintContainer
=> Editor.ChildrenOfType<ComposeBlueprintContainer>().First();
private void moveMouseToObject(Func<HitObject> targetFunc)
{

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@ -0,0 +1,231 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Screens.Edit.Compose.Components.Timeline;
using osu.Game.Tests.Beatmaps;
using osuTK;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Editing
{
public class TestSceneTimelineSelection : EditorTestScene
{
protected override Ruleset CreateEditorRuleset() => new OsuRuleset();
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new TestBeatmap(ruleset, false);
private TimelineBlueprintContainer blueprintContainer
=> Editor.ChildrenOfType<TimelineBlueprintContainer>().First();
private void moveMouseToObject(Func<HitObject> targetFunc)
{
AddStep("move mouse to object", () =>
{
var pos = blueprintContainer.SelectionBlueprints
.First(s => s.Item == targetFunc())
.ChildrenOfType<TimelineHitObjectBlueprint>()
.First().ScreenSpaceDrawQuad.Centre;
InputManager.MoveMouseTo(pos);
});
}
[Test]
public void TestNudgeSelection()
{
HitCircle[] addedObjects = null;
AddStep("add hitobjects", () => EditorBeatmap.AddRange(addedObjects = new[]
{
new HitCircle { StartTime = 100 },
new HitCircle { StartTime = 200, Position = new Vector2(100) },
new HitCircle { StartTime = 300, Position = new Vector2(200) },
new HitCircle { StartTime = 400, Position = new Vector2(300) },
}));
AddStep("select objects", () => EditorBeatmap.SelectedHitObjects.AddRange(addedObjects));
AddStep("nudge forwards", () => InputManager.Key(Key.K));
AddAssert("objects moved forwards in time", () => addedObjects[0].StartTime > 100);
AddStep("nudge backwards", () => InputManager.Key(Key.J));
AddAssert("objects reverted to original position", () => addedObjects[0].StartTime == 100);
}
[Test]
public void TestBasicSelect()
{
var addedObject = new HitCircle { StartTime = 100 };
AddStep("add hitobject", () => EditorBeatmap.Add(addedObject));
moveMouseToObject(() => addedObject);
AddStep("left click", () => InputManager.Click(MouseButton.Left));
AddAssert("hitobject selected", () => EditorBeatmap.SelectedHitObjects.Single() == addedObject);
var addedObject2 = new HitCircle
{
StartTime = 200,
Position = new Vector2(100),
};
AddStep("add one more hitobject", () => EditorBeatmap.Add(addedObject2));
AddAssert("selection unchanged", () => EditorBeatmap.SelectedHitObjects.Single() == addedObject);
moveMouseToObject(() => addedObject2);
AddStep("left click", () => InputManager.Click(MouseButton.Left));
AddAssert("hitobject selected", () => EditorBeatmap.SelectedHitObjects.Single() == addedObject2);
}
[Test]
public void TestMultiSelect()
{
var addedObjects = new[]
{
new HitCircle { StartTime = 100 },
new HitCircle { StartTime = 200, Position = new Vector2(100) },
new HitCircle { StartTime = 300, Position = new Vector2(200) },
new HitCircle { StartTime = 400, Position = new Vector2(300) },
};
AddStep("add hitobjects", () => EditorBeatmap.AddRange(addedObjects));
moveMouseToObject(() => addedObjects[0]);
AddStep("click first", () => InputManager.Click(MouseButton.Left));
AddAssert("hitobject selected", () => EditorBeatmap.SelectedHitObjects.Single() == addedObjects[0]);
AddStep("hold control", () => InputManager.PressKey(Key.ControlLeft));
moveMouseToObject(() => addedObjects[1]);
AddStep("click second", () => InputManager.Click(MouseButton.Left));
AddAssert("2 hitobjects selected", () => EditorBeatmap.SelectedHitObjects.Count == 2 && EditorBeatmap.SelectedHitObjects.Contains(addedObjects[1]));
moveMouseToObject(() => addedObjects[2]);
AddStep("click third", () => InputManager.Click(MouseButton.Left));
AddAssert("3 hitobjects selected", () => EditorBeatmap.SelectedHitObjects.Count == 3 && EditorBeatmap.SelectedHitObjects.Contains(addedObjects[2]));
moveMouseToObject(() => addedObjects[1]);
AddStep("click second", () => InputManager.Click(MouseButton.Left));
AddAssert("2 hitobjects selected", () => EditorBeatmap.SelectedHitObjects.Count == 2 && !EditorBeatmap.SelectedHitObjects.Contains(addedObjects[1]));
AddStep("release control", () => InputManager.ReleaseKey(Key.ControlLeft));
}
[Test]
public void TestBasicDeselect()
{
var addedObject = new HitCircle { StartTime = 100 };
AddStep("add hitobject", () => EditorBeatmap.Add(addedObject));
moveMouseToObject(() => addedObject);
AddStep("left click", () => InputManager.Click(MouseButton.Left));
AddAssert("hitobject selected", () => EditorBeatmap.SelectedHitObjects.Single() == addedObject);
AddStep("click away", () =>
{
InputManager.MoveMouseTo(Editor.ChildrenOfType<TimelineArea>().Single().ScreenSpaceDrawQuad.TopLeft + Vector2.One);
InputManager.Click(MouseButton.Left);
});
AddAssert("selection lost", () => EditorBeatmap.SelectedHitObjects.Count == 0);
}
[Test]
public void TestQuickDelete()
{
var addedObject = new HitCircle
{
StartTime = 0,
};
AddStep("add hitobject", () => EditorBeatmap.Add(addedObject));
moveMouseToObject(() => addedObject);
AddStep("hold shift", () => InputManager.PressKey(Key.ShiftLeft));
AddStep("right click", () => InputManager.Click(MouseButton.Right));
AddStep("release shift", () => InputManager.ReleaseKey(Key.ShiftLeft));
AddAssert("no hitobjects in beatmap", () => EditorBeatmap.HitObjects.Count == 0);
}
[Test]
public void TestRangeSelect()
{
var addedObjects = new[]
{
new HitCircle { StartTime = 100 },
new HitCircle { StartTime = 200, Position = new Vector2(100) },
new HitCircle { StartTime = 300, Position = new Vector2(200) },
new HitCircle { StartTime = 400, Position = new Vector2(300) },
new HitCircle { StartTime = 500, Position = new Vector2(400) },
};
AddStep("add hitobjects", () => EditorBeatmap.AddRange(addedObjects));
moveMouseToObject(() => addedObjects[1]);
AddStep("click second", () => InputManager.Click(MouseButton.Left));
AddAssert("hitobject selected", () => EditorBeatmap.SelectedHitObjects.Single() == addedObjects[1]);
AddStep("hold shift", () => InputManager.PressKey(Key.ShiftLeft));
moveMouseToObject(() => addedObjects[3]);
AddStep("click fourth", () => InputManager.Click(MouseButton.Left));
assertSelectionIs(addedObjects.Skip(1).Take(3));
moveMouseToObject(() => addedObjects[0]);
AddStep("click first", () => InputManager.Click(MouseButton.Left));
assertSelectionIs(addedObjects.Take(2));
AddStep("clear selection", () => EditorBeatmap.SelectedHitObjects.Clear());
AddStep("release shift", () => InputManager.ReleaseKey(Key.ShiftLeft));
moveMouseToObject(() => addedObjects[0]);
AddStep("click first", () => InputManager.Click(MouseButton.Left));
assertSelectionIs(addedObjects.Take(1));
AddStep("hold ctrl", () => InputManager.PressKey(Key.ControlLeft));
moveMouseToObject(() => addedObjects[2]);
AddStep("click third", () => InputManager.Click(MouseButton.Left));
assertSelectionIs(new[] { addedObjects[0], addedObjects[2] });
AddStep("hold shift", () => InputManager.PressKey(Key.ShiftLeft));
moveMouseToObject(() => addedObjects[4]);
AddStep("click fifth", () => InputManager.Click(MouseButton.Left));
assertSelectionIs(addedObjects.Except(new[] { addedObjects[1] }));
moveMouseToObject(() => addedObjects[0]);
AddStep("click first", () => InputManager.Click(MouseButton.Left));
assertSelectionIs(addedObjects);
AddStep("clear selection", () => EditorBeatmap.SelectedHitObjects.Clear());
moveMouseToObject(() => addedObjects[0]);
AddStep("click first", () => InputManager.Click(MouseButton.Left));
assertSelectionIs(addedObjects.Take(1));
moveMouseToObject(() => addedObjects[1]);
AddStep("click first", () => InputManager.Click(MouseButton.Left));
assertSelectionIs(addedObjects.Take(2));
moveMouseToObject(() => addedObjects[2]);
AddStep("click first", () => InputManager.Click(MouseButton.Left));
assertSelectionIs(addedObjects.Take(3));
}
private void assertSelectionIs(IEnumerable<HitObject> hitObjects)
=> AddAssert("correct hitobjects selected", () => EditorBeatmap.SelectedHitObjects.OrderBy(h => h.StartTime).SequenceEqual(hitObjects));
}
}

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@ -3,11 +3,12 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using JetBrains.Annotations;
using Newtonsoft.Json;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ListExtensions;
using osu.Framework.Lists;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
@ -83,7 +84,7 @@ namespace osu.Game.Rulesets.Objects
private readonly List<HitObject> nestedHitObjects = new List<HitObject>();
[JsonIgnore]
public IReadOnlyList<HitObject> NestedHitObjects => nestedHitObjects;
public SlimReadOnlyListWrapper<HitObject> NestedHitObjects => nestedHitObjects.AsSlimReadOnly();
public HitObject()
{
@ -91,7 +92,7 @@ namespace osu.Game.Rulesets.Objects
{
double offset = time.NewValue - time.OldValue;
foreach (var nested in NestedHitObjects)
foreach (var nested in nestedHitObjects)
nested.StartTime += offset;
};
}
@ -122,11 +123,14 @@ namespace osu.Game.Rulesets.Objects
if (this is IHasComboInformation hasCombo)
{
foreach (var n in NestedHitObjects.OfType<IHasComboInformation>())
foreach (HitObject hitObject in nestedHitObjects)
{
n.ComboIndexBindable.BindTo(hasCombo.ComboIndexBindable);
n.ComboIndexWithOffsetsBindable.BindTo(hasCombo.ComboIndexWithOffsetsBindable);
n.IndexInCurrentComboBindable.BindTo(hasCombo.IndexInCurrentComboBindable);
if (hitObject is IHasComboInformation n)
{
n.ComboIndexBindable.BindTo(hasCombo.ComboIndexBindable);
n.ComboIndexWithOffsetsBindable.BindTo(hasCombo.ComboIndexWithOffsetsBindable);
n.IndexInCurrentComboBindable.BindTo(hasCombo.IndexInCurrentComboBindable);
}
}
}

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@ -191,7 +191,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// <param name="blueprint">The blueprint.</param>
/// <param name="e">The mouse event responsible for selection.</param>
/// <returns>Whether a selection was performed.</returns>
internal bool MouseDownSelectionRequested(SelectionBlueprint<T> blueprint, MouseButtonEvent e)
internal virtual bool MouseDownSelectionRequested(SelectionBlueprint<T> blueprint, MouseButtonEvent e)
{
if (e.ShiftPressed && e.Button == MouseButton.Right)
{

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@ -1,13 +1,19 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Input.Bindings;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osuTK;
using osuTK.Input;
namespace osu.Game.Screens.Edit.Compose.Components.Timeline
{
@ -62,5 +68,62 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
EditorBeatmap.Update(h);
});
}
/// <summary>
/// The "pivot" object, used in range selection mode.
/// When in range selection, the range to select is determined by the pivot object
/// (last existing object interacted with prior to holding down Shift)
/// and by the object clicked last when Shift was pressed.
/// </summary>
[CanBeNull]
private HitObject pivot;
internal override bool MouseDownSelectionRequested(SelectionBlueprint<HitObject> blueprint, MouseButtonEvent e)
{
if (e.ShiftPressed && e.Button == MouseButton.Left && SelectedItems.Any())
{
handleRangeSelection(blueprint, e.ControlPressed);
return true;
}
bool result = base.MouseDownSelectionRequested(blueprint, e);
// ensure that the object wasn't removed by the base implementation before making it the new pivot.
if (EditorBeatmap.HitObjects.Contains(blueprint.Item))
pivot = blueprint.Item;
return result;
}
/// <summary>
/// Handles a request for range selection (triggered when Shift is held down).
/// </summary>
/// <param name="blueprint">The blueprint which was clicked in range selection mode.</param>
/// <param name="cumulative">
/// Whether the selection should be cumulative.
/// In cumulative mode, consecutive range selections will shift the pivot (which usually stays fixed for the duration of a range selection)
/// and will never deselect an object that was previously selected.
/// </param>
private void handleRangeSelection(SelectionBlueprint<HitObject> blueprint, bool cumulative)
{
var clickedObject = blueprint.Item;
Debug.Assert(pivot != null);
double rangeStart = Math.Min(clickedObject.StartTime, pivot.StartTime);
double rangeEnd = Math.Max(clickedObject.GetEndTime(), pivot.GetEndTime());
var newSelection = new HashSet<HitObject>(EditorBeatmap.HitObjects.Where(obj => isInRange(obj, rangeStart, rangeEnd)));
if (cumulative)
{
pivot = clickedObject;
newSelection.UnionWith(EditorBeatmap.SelectedHitObjects);
}
EditorBeatmap.SelectedHitObjects.Clear();
EditorBeatmap.SelectedHitObjects.AddRange(newSelection);
bool isInRange(HitObject hitObject, double start, double end)
=> hitObject.StartTime >= start && hitObject.GetEndTime() <= end;
}
}
}