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Expand the selection movement limiting code with detailed comments
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@ -27,10 +27,9 @@ namespace osu.Game.Rulesets.Catch.Edit
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var blueprint = moveEvent.Blueprint;
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Vector2 originalPosition = HitObjectContainer.ToLocalSpace(blueprint.ScreenSpaceSelectionPoint);
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Vector2 targetPosition = HitObjectContainer.ToLocalSpace(blueprint.ScreenSpaceSelectionPoint + moveEvent.ScreenSpaceDelta);
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float deltaX = targetPosition.X - originalPosition.X;
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foreach (float x in EditorBeatmap.SelectedHitObjects.SelectMany(getOriginalPositions))
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deltaX = Math.Clamp(deltaX, -x, CatchPlayfield.WIDTH - x);
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float deltaX = targetPosition.X - originalPosition.X;
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deltaX = limitMovement(deltaX, EditorBeatmap.SelectedHitObjects);
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if (deltaX == 0)
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{
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@ -52,6 +51,36 @@ namespace osu.Game.Rulesets.Catch.Edit
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return true;
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}
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/// <summary>
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/// Limit positional movement of the objects by the constraint that moved objects should stay in bounds.
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/// </summary>
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/// <param name="deltaX">The positional movement.</param>
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/// <param name="movingObjects">The objects to be moved.</param>
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/// <returns>The positional movement with the restriction applied.</returns>
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private float limitMovement(float deltaX, IEnumerable<HitObject> movingObjects)
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{
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float minX = float.PositiveInfinity;
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float maxX = float.NegativeInfinity;
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foreach (float x in movingObjects.SelectMany(getOriginalPositions))
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{
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minX = Math.Min(minX, x);
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maxX = Math.Max(maxX, x);
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}
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// To make an object with position `x` stay in bounds after `deltaX` movement, `0 <= x + deltaX <= WIDTH` should be satisfied.
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// Subtracting `x`, we get `-x <= deltaX <= WIDTH - x`.
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// We only need to apply the inequality to extreme values of `x`.
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float lowerBound = -minX;
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float upperBound = CatchPlayfield.WIDTH - maxX;
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// The inequality may be unsatisfiable if the objects were already out of bounds.
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// In that case, don't move objects at all.
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if (!(lowerBound <= upperBound))
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return 0;
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return Math.Clamp(deltaX, lowerBound, upperBound);
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}
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/// <summary>
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/// Enumerate X positions that should be contained in-bounds after move offset is applied.
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/// </summary>
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