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Merge pull request #15601 from bdach/difficulty-point-multiple

Allow adjusting slider velocities of multiple objects at once
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Dean Herbert 2021-11-14 00:34:12 +09:00 committed by GitHub
commit 91a21152df
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5 changed files with 350 additions and 36 deletions

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@ -0,0 +1,171 @@
// 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.Linq;
using Humanizer;
using NUnit.Framework;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Screens.Edit.Compose.Components.Timeline;
using osu.Game.Screens.Edit.Timing;
using osu.Game.Tests.Beatmaps;
using osuTK;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Editing
{
public class TestSceneHitObjectDifficultyPointAdjustments : EditorTestScene
{
protected override Ruleset CreateEditorRuleset() => new OsuRuleset();
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new TestBeatmap(ruleset, false);
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("add test objects", () =>
{
EditorBeatmap.Add(new Slider
{
StartTime = 0,
Position = (OsuPlayfield.BASE_SIZE - new Vector2(0, 100)) / 2,
Path = new SliderPath
{
ControlPoints =
{
new PathControlPoint(new Vector2(0, 0)),
new PathControlPoint(new Vector2(0, 100))
}
}
});
EditorBeatmap.Add(new Slider
{
StartTime = 500,
Position = (OsuPlayfield.BASE_SIZE - new Vector2(100, 0)) / 2,
Path = new SliderPath
{
ControlPoints =
{
new PathControlPoint(new Vector2(0, 0)),
new PathControlPoint(new Vector2(100, 0))
}
},
DifficultyControlPoint = new DifficultyControlPoint
{
SliderVelocity = 2
}
});
});
}
[Test]
public void TestSingleSelection()
{
clickDifficultyPiece(0);
velocityPopoverHasSingleValue(1);
dismissPopover();
// select first object to ensure that difficulty pieces for unselected objects
// work independently from selection state.
AddStep("select first object", () => EditorBeatmap.SelectedHitObjects.Add(EditorBeatmap.HitObjects.First()));
clickDifficultyPiece(1);
velocityPopoverHasSingleValue(2);
setVelocityViaPopover(5);
hitObjectHasVelocity(1, 5);
}
[Test]
public void TestMultipleSelectionWithSameSliderVelocity()
{
AddStep("unify slider velocity", () =>
{
foreach (var h in EditorBeatmap.HitObjects)
h.DifficultyControlPoint.SliderVelocity = 1.5;
});
AddStep("select both objects", () => EditorBeatmap.SelectedHitObjects.AddRange(EditorBeatmap.HitObjects));
clickDifficultyPiece(0);
velocityPopoverHasSingleValue(1.5);
dismissPopover();
clickDifficultyPiece(1);
velocityPopoverHasSingleValue(1.5);
setVelocityViaPopover(5);
hitObjectHasVelocity(0, 5);
hitObjectHasVelocity(1, 5);
}
[Test]
public void TestMultipleSelectionWithDifferentSliderVelocity()
{
AddStep("select both objects", () => EditorBeatmap.SelectedHitObjects.AddRange(EditorBeatmap.HitObjects));
clickDifficultyPiece(0);
velocityPopoverHasIndeterminateValue();
dismissPopover();
clickDifficultyPiece(1);
velocityPopoverHasIndeterminateValue();
setVelocityViaPopover(3);
hitObjectHasVelocity(0, 3);
hitObjectHasVelocity(1, 3);
}
private void clickDifficultyPiece(int objectIndex) => AddStep($"click {objectIndex.ToOrdinalWords()} difficulty piece", () =>
{
var difficultyPiece = this.ChildrenOfType<DifficultyPointPiece>().Single(piece => piece.HitObject == EditorBeatmap.HitObjects.ElementAt(objectIndex));
InputManager.MoveMouseTo(difficultyPiece);
InputManager.Click(MouseButton.Left);
});
private void velocityPopoverHasSingleValue(double velocity) => AddUntilStep($"velocity popover has {velocity}", () =>
{
var popover = this.ChildrenOfType<DifficultyPointPiece.DifficultyEditPopover>().SingleOrDefault();
var slider = popover?.ChildrenOfType<IndeterminateSliderWithTextBoxInput<double>>().Single();
return slider?.Current.Value == velocity;
});
private void velocityPopoverHasIndeterminateValue() => AddUntilStep("velocity popover has indeterminate value", () =>
{
var popover = this.ChildrenOfType<DifficultyPointPiece.DifficultyEditPopover>().SingleOrDefault();
var slider = popover?.ChildrenOfType<IndeterminateSliderWithTextBoxInput<double>>().Single();
return slider != null && slider.Current.Value == null;
});
private void dismissPopover()
{
AddStep("dismiss popover", () => InputManager.Key(Key.Escape));
AddUntilStep("wait for dismiss", () => !this.ChildrenOfType<DifficultyPointPiece.DifficultyEditPopover>().Any(popover => popover.IsPresent));
}
private void setVelocityViaPopover(double velocity) => AddStep($"set {velocity} via popover", () =>
{
var popover = this.ChildrenOfType<DifficultyPointPiece.DifficultyEditPopover>().Single();
var slider = popover.ChildrenOfType<IndeterminateSliderWithTextBoxInput<double>>().Single();
slider.Current.Value = velocity;
});
private void hitObjectHasVelocity(int objectIndex, double velocity) => AddAssert($"{objectIndex.ToOrdinalWords()} has velocity {velocity}", () =>
{
var h = EditorBeatmap.HitObjects.ElementAt(objectIndex);
return h.DifficultyControlPoint.SliderVelocity == velocity;
});
}
}

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@ -19,6 +19,7 @@ using osu.Framework.Input.Events;
using osu.Framework.Localisation;
using osu.Framework.Utils;
using osu.Game.Overlays;
using osu.Game.Utils;
namespace osu.Game.Graphics.UserInterface
{
@ -219,7 +220,7 @@ namespace osu.Game.Graphics.UserInterface
decimal decimalPrecision = normalise(CurrentNumber.Precision.ToDecimal(NumberFormatInfo.InvariantInfo), max_decimal_digits);
// Find the number of significant digits (we could have less than 5 after normalize())
int significantDigits = findPrecision(decimalPrecision);
int significantDigits = FormatUtils.FindPrecision(decimalPrecision);
TooltipText = floatValue.ToString($"N{significantDigits}");
}
@ -248,23 +249,5 @@ namespace osu.Game.Graphics.UserInterface
/// <returns>The normalised decimal.</returns>
private decimal normalise(decimal d, int sd)
=> decimal.Parse(Math.Round(d, sd).ToString(string.Concat("0.", new string('#', sd)), CultureInfo.InvariantCulture), CultureInfo.InvariantCulture);
/// <summary>
/// Finds the number of digits after the decimal.
/// </summary>
/// <param name="d">The value to find the number of decimal digits for.</param>
/// <returns>The number decimal digits.</returns>
private int findPrecision(decimal d)
{
int precision = 0;
while (d != Math.Round(d))
{
d *= 10;
precision++;
}
return precision;
}
}
}

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@ -1,9 +1,11 @@
// 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.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
@ -14,19 +16,20 @@ using osu.Game.Graphics.Containers;
using osu.Game.Graphics.UserInterfaceV2;
using osu.Game.Rulesets.Objects;
using osu.Game.Screens.Edit.Timing;
using osuTK;
namespace osu.Game.Screens.Edit.Compose.Components.Timeline
{
public class DifficultyPointPiece : HitObjectPointPiece, IHasPopover
{
private readonly HitObject hitObject;
public readonly HitObject HitObject;
private readonly BindableNumber<double> speedMultiplier;
public DifficultyPointPiece(HitObject hitObject)
: base(hitObject.DifficultyControlPoint)
{
this.hitObject = hitObject;
HitObject = hitObject;
speedMultiplier = hitObject.DifficultyControlPoint.SliderVelocityBindable.GetBoundCopy();
}
@ -44,14 +47,13 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
return true;
}
public Popover GetPopover() => new DifficultyEditPopover(hitObject);
public Popover GetPopover() => new DifficultyEditPopover(HitObject);
public class DifficultyEditPopover : OsuPopover
{
private readonly HitObject hitObject;
private readonly DifficultyControlPoint point;
private SliderWithTextBoxInput<double> sliderVelocitySlider;
private IndeterminateSliderWithTextBoxInput<double> sliderVelocitySlider;
[Resolved(canBeNull: true)]
private EditorBeatmap beatmap { get; set; }
@ -59,7 +61,6 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
public DifficultyEditPopover(HitObject hitObject)
{
this.hitObject = hitObject;
point = hitObject.DifficultyControlPoint;
}
[BackgroundDependencyLoader]
@ -72,11 +73,11 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
Width = 200,
Direction = FillDirection.Vertical,
AutoSizeAxes = Axes.Y,
Spacing = new Vector2(0, 15),
Children = new Drawable[]
{
sliderVelocitySlider = new SliderWithTextBoxInput<double>("Velocity")
sliderVelocitySlider = new IndeterminateSliderWithTextBoxInput<double>("Velocity", new DifficultyControlPoint().SliderVelocityBindable)
{
Current = new DifficultyControlPoint().SliderVelocityBindable,
KeyboardStep = 0.1f
},
new OsuTextFlowContainer
@ -89,17 +90,37 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
}
};
var selectedPointBindable = point.SliderVelocityBindable;
// if the piece belongs to a currently selected object, assume that the user wants to change all selected objects.
// if the piece belongs to an unselected object, operate on that object alone, independently of the selection.
var relevantObjects = (beatmap.SelectedHitObjects.Contains(hitObject) ? beatmap.SelectedHitObjects : hitObject.Yield()).ToArray();
var relevantControlPoints = relevantObjects.Select(h => h.DifficultyControlPoint).ToArray();
// there may be legacy control points, which contain infinite precision for compatibility reasons (see LegacyDifficultyControlPoint).
// generally that level of precision could only be set by externally editing the .osu file, so at the point
// a user is looking to update this within the editor it should be safe to obliterate this additional precision.
double expectedPrecision = new DifficultyControlPoint().SliderVelocityBindable.Precision;
if (selectedPointBindable.Precision < expectedPrecision)
selectedPointBindable.Precision = expectedPrecision;
// even if there are multiple objects selected, we can still display a value if they all have the same value.
var selectedPointBindable = relevantControlPoints.Select(point => point.SliderVelocity).Distinct().Count() == 1 ? relevantControlPoints.First().SliderVelocityBindable : null;
sliderVelocitySlider.Current = selectedPointBindable;
sliderVelocitySlider.Current.BindValueChanged(_ => beatmap?.Update(hitObject));
if (selectedPointBindable != null)
{
// there may be legacy control points, which contain infinite precision for compatibility reasons (see LegacyDifficultyControlPoint).
// generally that level of precision could only be set by externally editing the .osu file, so at the point
// a user is looking to update this within the editor it should be safe to obliterate this additional precision.
sliderVelocitySlider.Current.Value = selectedPointBindable.Value;
}
sliderVelocitySlider.Current.BindValueChanged(val =>
{
if (val.NewValue == null)
return;
beatmap.BeginChange();
foreach (var h in relevantObjects)
{
h.DifficultyControlPoint.SliderVelocity = val.NewValue.Value;
beatmap.Update(h);
}
beatmap.EndChange();
});
}
}
}

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@ -0,0 +1,121 @@
// 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.Globalization;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Localisation;
using osu.Game.Graphics.UserInterfaceV2;
using osu.Game.Overlays.Settings;
using osu.Game.Utils;
namespace osu.Game.Screens.Edit.Timing
{
/// <summary>
/// Analogous to <see cref="SliderWithTextBoxInput{T}"/>, but supports scenarios
/// where multiple objects with multiple different property values are selected
/// by providing an "indeterminate state".
/// </summary>
public class IndeterminateSliderWithTextBoxInput<T> : CompositeDrawable, IHasCurrentValue<T?>
where T : struct, IEquatable<T>, IComparable<T>, IConvertible
{
/// <summary>
/// A custom step value for each key press which actuates a change on this control.
/// </summary>
public float KeyboardStep
{
get => slider.KeyboardStep;
set => slider.KeyboardStep = value;
}
private readonly BindableWithCurrent<T?> current = new BindableWithCurrent<T?>();
public Bindable<T?> Current
{
get => current.Current;
set => current.Current = value;
}
private readonly SettingsSlider<T> slider;
private readonly LabelledTextBox textbox;
/// <summary>
/// Creates an <see cref="IndeterminateSliderWithTextBoxInput{T}"/>.
/// </summary>
/// <param name="labelText">The label text for the slider and text box.</param>
/// <param name="indeterminateValue">
/// Bindable to use for the slider until a non-null value is set for <see cref="Current"/>.
/// In particular, it can be used to control min/max bounds and precision in the case of <see cref="BindableNumber{T}"/>s.
/// </param>
public IndeterminateSliderWithTextBoxInput(LocalisableString labelText, Bindable<T> indeterminateValue)
{
RelativeSizeAxes = Axes.X;
AutoSizeAxes = Axes.Y;
InternalChildren = new Drawable[]
{
new FillFlowContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Children = new Drawable[]
{
textbox = new LabelledTextBox
{
Label = labelText,
},
slider = new SettingsSlider<T>
{
TransferValueOnCommit = true,
RelativeSizeAxes = Axes.X,
Current = indeterminateValue
}
}
},
};
textbox.OnCommit += (t, isNew) =>
{
if (!isNew) return;
try
{
slider.Current.Parse(t.Text);
}
catch
{
// TriggerChange below will restore the previous text value on failure.
}
// This is run regardless of parsing success as the parsed number may not actually trigger a change
// due to bindable clamping. Even in such a case we want to update the textbox to a sane visual state.
Current.TriggerChange();
};
slider.Current.BindValueChanged(val => Current.Value = val.NewValue);
Current.BindValueChanged(_ => updateState(), true);
}
private void updateState()
{
if (Current.Value is T nonNullValue)
{
slider.Current.Value = nonNullValue;
// use the value from the slider to ensure that any precision/min/max set on it via the initial indeterminate value have been applied correctly.
decimal decimalValue = slider.Current.Value.ToDecimal(NumberFormatInfo.InvariantInfo);
textbox.Text = decimalValue.ToString($@"N{FormatUtils.FindPrecision(decimalValue)}");
textbox.PlaceholderText = string.Empty;
}
else
{
textbox.Text = null;
textbox.PlaceholderText = "(multiple)";
}
}
}
}

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@ -31,5 +31,23 @@ namespace osu.Game.Utils
/// </summary>
/// <param name="rank">The rank/position to be formatted.</param>
public static string FormatRank(this int rank) => rank.ToMetric(decimals: rank < 100_000 ? 1 : 0);
/// <summary>
/// Finds the number of digits after the decimal.
/// </summary>
/// <param name="d">The value to find the number of decimal digits for.</param>
/// <returns>The number decimal digits.</returns>
public static int FindPrecision(decimal d)
{
int precision = 0;
while (d != Math.Round(d))
{
d *= 10;
precision++;
}
return precision;
}
}
}