1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 12:57:36 +08:00

Implement slider control point deletion

This commit is contained in:
smoogipoo 2019-10-31 16:25:26 +09:00
parent 20aeb7aaff
commit 43b2cbb865

View File

@ -2,12 +2,16 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Screens.Edit.Compose;
using osuTK;
using osuTK.Input;
namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
{
@ -20,6 +24,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
private InputManager inputManager;
[Resolved(CanBeNull = true)]
private IPlacementHandler placementHandler { get; set; }
public PathControlPointVisualiser(Slider slider)
{
this.slider = slider;
@ -70,5 +77,44 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
piece.IsSelected.Value = piece.Index == index;
}
}
protected override bool OnKeyDown(KeyDownEvent e)
{
switch (e.Key)
{
case Key.Delete:
var newControlPoints = new List<Vector2>();
foreach (var piece in pieces)
{
if (!piece.IsSelected.Value)
newControlPoints.Add(slider.Path.ControlPoints[piece.Index]);
}
// Ensure that there are any points to be deleted
if (newControlPoints.Count == slider.Path.ControlPoints.Length)
return false;
// If there are 0 remaining control points, treat the slider as being deleted
if (newControlPoints.Count == 0)
{
placementHandler?.Delete(slider);
return true;
}
// Make control points relative
Vector2 first = newControlPoints[0];
for (int i = 0; i < newControlPoints.Count; i++)
newControlPoints[i] = newControlPoints[i] - first;
// The slider's position defines the position of the first control point, and all further control points are relative to that point
slider.Position = slider.Position + first;
ControlPointsChanged?.Invoke(newControlPoints.ToArray());
return true;
}
return false;
}
}
}