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Merge pull request #26512 from OliBomby/slider-pathtype-update
Fix glitchy path type correction for sliders in the editor
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commit
6c0e968727
@ -4,20 +4,15 @@
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#nullable disable
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using System;
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using System.Collections.Generic;
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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.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Framework.Localisation;
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using osu.Framework.Utils;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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@ -41,8 +36,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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public Action<DragEvent> DragInProgress;
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public Action DragEnded;
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public List<PathControlPoint> PointsInSegment;
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public readonly BindableBool IsSelected = new BindableBool();
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public readonly PathControlPoint ControlPoint;
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@ -56,27 +49,11 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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private IBindable<Vector2> hitObjectPosition;
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private IBindable<float> hitObjectScale;
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[UsedImplicitly]
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private readonly IBindable<int> hitObjectVersion;
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public PathControlPointPiece(T hitObject, PathControlPoint controlPoint)
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{
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this.hitObject = hitObject;
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ControlPoint = controlPoint;
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// we don't want to run the path type update on construction as it may inadvertently change the hit object.
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cachePoints(hitObject);
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hitObjectVersion = hitObject.Path.Version.GetBoundCopy();
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// schedule ensure that updates are only applied after all operations from a single frame are applied.
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// this avoids inadvertently changing the hit object path type for batch operations.
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hitObjectVersion.BindValueChanged(_ => Scheduler.AddOnce(() =>
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{
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cachePoints(hitObject);
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updatePathType();
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}));
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controlPoint.Changed += updateMarkerDisplay;
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Origin = Anchor.Centre;
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@ -214,28 +191,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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protected override void OnDragEnd(DragEndEvent e) => DragEnded?.Invoke();
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private void cachePoints(T hitObject) => PointsInSegment = hitObject.Path.PointsInSegment(ControlPoint);
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/// <summary>
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/// Handles correction of invalid path types.
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/// </summary>
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private void updatePathType()
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{
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if (ControlPoint.Type != PathType.PERFECT_CURVE)
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return;
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if (PointsInSegment.Count > 3)
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ControlPoint.Type = PathType.BEZIER;
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if (PointsInSegment.Count != 3)
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return;
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ReadOnlySpan<Vector2> points = PointsInSegment.Select(p => p.Position).ToArray();
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RectangleF boundingBox = PathApproximator.CircularArcBoundingBox(points);
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if (boundingBox.Width >= 640 || boundingBox.Height >= 480)
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ControlPoint.Type = PathType.BEZIER;
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}
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/// <summary>
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/// Updates the state of the circular control point marker.
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/// </summary>
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@ -14,10 +14,12 @@ using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Utils;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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@ -76,6 +78,50 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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controlPoints.BindTo(hitObject.Path.ControlPoints);
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}
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/// <summary>
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/// Handles correction of invalid path types.
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/// </summary>
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public void EnsureValidPathTypes()
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{
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List<PathControlPoint> pointsInCurrentSegment = new List<PathControlPoint>();
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foreach (var controlPoint in controlPoints)
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{
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if (controlPoint.Type != null)
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{
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pointsInCurrentSegment.Add(controlPoint);
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ensureValidPathType(pointsInCurrentSegment);
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pointsInCurrentSegment.Clear();
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}
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pointsInCurrentSegment.Add(controlPoint);
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}
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ensureValidPathType(pointsInCurrentSegment);
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}
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private void ensureValidPathType(IReadOnlyList<PathControlPoint> segment)
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{
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if (segment.Count == 0)
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return;
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var first = segment[0];
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if (first.Type != PathType.PERFECT_CURVE)
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return;
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if (segment.Count > 3)
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first.Type = PathType.BEZIER;
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if (segment.Count != 3)
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return;
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ReadOnlySpan<Vector2> points = segment.Select(p => p.Position).ToArray();
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RectangleF boundingBox = PathApproximator.CircularArcBoundingBox(points);
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if (boundingBox.Width >= 640 || boundingBox.Height >= 480)
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first.Type = PathType.BEZIER;
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}
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/// <summary>
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/// Selects the <see cref="PathControlPointPiece{T}"/> corresponding to the given <paramref name="pathControlPoint"/>,
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/// and deselects all other <see cref="PathControlPointPiece{T}"/>s.
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@ -240,7 +286,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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/// <param name="type">The path type we want to assign to the given control point piece.</param>
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private void updatePathType(PathControlPointPiece<T> piece, PathType? type)
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{
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int indexInSegment = piece.PointsInSegment.IndexOf(piece.ControlPoint);
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var pointsInSegment = hitObject.Path.PointsInSegment(piece.ControlPoint);
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int indexInSegment = pointsInSegment.IndexOf(piece.ControlPoint);
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if (type?.Type == SplineType.PerfectCurve)
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{
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@ -249,8 +296,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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// and one segment of the previous type.
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int thirdPointIndex = indexInSegment + 2;
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if (piece.PointsInSegment.Count > thirdPointIndex + 1)
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piece.PointsInSegment[thirdPointIndex].Type = piece.PointsInSegment[0].Type;
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if (pointsInSegment.Count > thirdPointIndex + 1)
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pointsInSegment[thirdPointIndex].Type = pointsInSegment[0].Type;
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}
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hitObject.Path.ExpectedDistance.Value = null;
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@ -339,6 +386,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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// Maintain the path types in case they got defaulted to bezier at some point during the drag.
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for (int i = 0; i < hitObject.Path.ControlPoints.Count; i++)
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hitObject.Path.ControlPoints[i].Type = dragPathTypes[i];
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EnsureValidPathTypes();
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}
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public void DragEnded() => changeHandler?.EndChange();
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@ -412,6 +461,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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{
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foreach (var p in Pieces.Where(p => p.IsSelected.Value))
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updatePathType(p, type);
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EnsureValidPathTypes();
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});
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if (countOfState == totalCount)
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@ -267,6 +267,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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segmentStart.Type = PathType.BEZIER;
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break;
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}
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controlPointVisualiser.EnsureValidPathTypes();
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}
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private void updateCursor()
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@ -254,6 +254,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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// Move the control points from the insertion index onwards to make room for the insertion
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controlPoints.Insert(insertionIndex, pathControlPoint);
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ControlPointVisualiser?.EnsureValidPathTypes();
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HitObject.SnapTo(distanceSnapProvider);
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return pathControlPoint;
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@ -275,6 +277,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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controlPoints.Remove(c);
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}
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ControlPointVisualiser?.EnsureValidPathTypes();
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// Snap the slider to the current beat divisor before checking length validity.
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HitObject.SnapTo(distanceSnapProvider);
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