mirror of
https://github.com/ppy/osu.git
synced 2024-12-14 11:42:56 +08:00
Refactor splitting logic and comments slightly
This commit is contained in:
parent
f54047d17b
commit
47cb163015
@ -107,14 +107,14 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
|
||||
|
||||
private bool splitSelected()
|
||||
{
|
||||
List<PathControlPoint> toSplit = Pieces.Where(p => p.IsSelected.Value && isSplittable(p)).Select(p => p.ControlPoint).ToList();
|
||||
List<PathControlPoint> controlPointsToSplitAt = Pieces.Where(p => p.IsSelected.Value && isSplittable(p)).Select(p => p.ControlPoint).ToList();
|
||||
|
||||
// Ensure that there are any points to be split
|
||||
if (toSplit.Count == 0)
|
||||
if (controlPointsToSplitAt.Count == 0)
|
||||
return false;
|
||||
|
||||
changeHandler?.BeginChange();
|
||||
SplitControlPointsRequested?.Invoke(toSplit);
|
||||
SplitControlPointsRequested?.Invoke(controlPointsToSplitAt);
|
||||
changeHandler?.EndChange();
|
||||
|
||||
// Since pieces are re-used, they will not point to the deleted control points while remaining selected
|
||||
|
@ -251,34 +251,31 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
|
||||
HitObject.Position += first;
|
||||
}
|
||||
|
||||
private void splitControlPoints(List<PathControlPoint> toSplit)
|
||||
private void splitControlPoints(List<PathControlPoint> controlPointsToSplitAt)
|
||||
{
|
||||
// Arbitrary gap in milliseconds to put between split slider pieces
|
||||
const double split_gap = 100;
|
||||
|
||||
// Ensure that there are any points to be split
|
||||
if (toSplit.Count == 0)
|
||||
if (controlPointsToSplitAt.Count == 0)
|
||||
return;
|
||||
|
||||
editorBeatmap.SelectedHitObjects.Clear();
|
||||
|
||||
foreach (var c in toSplit)
|
||||
foreach (var splitPoint in controlPointsToSplitAt)
|
||||
{
|
||||
if (c == controlPoints[0] || c == controlPoints[^1] || c.Type is null)
|
||||
if (splitPoint == controlPoints[0] || splitPoint == controlPoints[^1] || splitPoint.Type is null)
|
||||
continue;
|
||||
|
||||
// Split off the section of slider before this control point so the remaining control points to split are in the latter part of the slider.
|
||||
var splitControlPoints = controlPoints.TakeWhile(current => current != c).ToList();
|
||||
int index = controlPoints.IndexOf(splitPoint);
|
||||
|
||||
if (splitControlPoints.Count == 0)
|
||||
if (index <= 0)
|
||||
continue;
|
||||
|
||||
foreach (var current in splitControlPoints)
|
||||
{
|
||||
controlPoints.Remove(current);
|
||||
}
|
||||
|
||||
splitControlPoints.Add(c);
|
||||
// Extract the split portion and remove from the original slider.
|
||||
var splitControlPoints = controlPoints.Take(index + 1).ToList();
|
||||
controlPoints.RemoveRange(0, index);
|
||||
|
||||
// Turn the control points which were split off into a new slider.
|
||||
var samplePoint = (SampleControlPoint)HitObject.SampleControlPoint.DeepClone();
|
||||
@ -314,8 +311,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
|
||||
}
|
||||
}
|
||||
|
||||
// The path will have a non-zero offset if the head is removed, but sliders don't support this behaviour since the head is positioned at the slider's position
|
||||
// So the slider needs to be offset by this amount instead, and all control points offset backwards such that the path is re-positioned at (0, 0)
|
||||
// Once all required pieces have been split off, the original slider has the final split.
|
||||
// As a final step, we must reset its control points to have an origin of (0,0).
|
||||
Vector2 first = controlPoints[0].Position;
|
||||
foreach (var c in controlPoints)
|
||||
c.Position -= first;
|
||||
|
Loading…
Reference in New Issue
Block a user