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Refactor SelectionBlueprint
and MoveSelectionEvent
to work in screen-space coordinates
Until now, the implementation of the overrides in `SelectionBlueprint` have been confusing to the point where I would just implement by trial-and-error (or copying from an existing implementation). This was due to a combination of using "object" space coordinates (ie. the thing the `Blueprint` is operating on) and screen-space coordinates. This change switches all event related coordinates to screen-space, which is how we already handle rotation/scale operations. With the introduction of other editor types where the related objects are drawables, this also makes a lot more sense.
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@ -35,7 +35,7 @@ namespace osu.Game.Rulesets.Mania.Edit
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{
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var maniaPlayfield = ((ManiaHitObjectComposer)composer).Playfield;
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var currentColumn = maniaPlayfield.GetColumnByPosition(moveEvent.ScreenSpacePosition);
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var currentColumn = maniaPlayfield.GetColumnByPosition(moveEvent.Blueprint.ScreenSpaceSelectionPoint + moveEvent.ScreenSpaceDelta);
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if (currentColumn == null)
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return;
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@ -7,6 +7,7 @@ using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Utils;
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using osu.Game.Extensions;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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@ -42,7 +43,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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// this will potentially move the selection out of bounds...
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foreach (var h in hitObjects)
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h.Position += moveEvent.InstantDelta;
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h.Position += this.ScreenSpaceDeltaToParentSpace(moveEvent.ScreenSpaceDelta);
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// but this will be corrected.
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moveSelectionInBounds();
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@ -2,8 +2,10 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Threading;
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using osuTK;
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namespace osu.Game.Extensions
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{
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@ -32,5 +34,14 @@ namespace osu.Game.Extensions
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scheduler.Add(repeatDelegate);
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return repeatDelegate;
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}
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/// <summary>
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/// Accepts a delta vector in screen-space coordinates and converts it to one which can be applied to this drawable's position.
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/// </summary>
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/// <param name="drawable">The drawable.</param>
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/// <param name="delta">A delta in screen-space coordinates.</param>
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/// <returns>The delta vector in Parent's coordinates.</returns>
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public static Vector2 ScreenSpaceDeltaToParentSpace(this Drawable drawable, Vector2 delta) =>
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drawable.Parent.ToLocalSpace(drawable.Parent.ToScreenSpace(Vector2.Zero) + delta);
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}
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}
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@ -34,7 +34,5 @@ namespace osu.Game.Rulesets.Edit
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public override Vector2 ScreenSpaceSelectionPoint => DrawableObject.ScreenSpaceDrawQuad.Centre;
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public override Quad SelectionQuad => DrawableObject.ScreenSpaceDrawQuad;
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public override Vector2 GetInstantDelta(Vector2 screenSpacePosition) => DrawableObject.Parent.ToLocalSpace(screenSpacePosition) - DrawableObject.Position;
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}
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}
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@ -127,7 +127,7 @@ namespace osu.Game.Rulesets.Edit
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public virtual MenuItem[] ContextMenuItems => Array.Empty<MenuItem>();
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/// <summary>
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/// The screen-space point that causes this <see cref="OverlaySelectionBlueprint"/> to be selected.
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/// The screen-space point that causes this <see cref="OverlaySelectionBlueprint"/> to be selected via a drag.
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/// </summary>
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public virtual Vector2 ScreenSpaceSelectionPoint => ScreenSpaceDrawQuad.Centre;
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@ -136,8 +136,6 @@ namespace osu.Game.Rulesets.Edit
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/// </summary>
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public virtual Quad SelectionQuad => ScreenSpaceDrawQuad;
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public virtual Vector2 GetInstantDelta(Vector2 screenSpacePosition) => Parent.ToLocalSpace(screenSpacePosition) - Position;
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/// <summary>
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/// Handle to perform a partial deletion when the user requests a quick delete (Shift+Right Click).
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/// </summary>
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@ -436,14 +436,17 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// check for positional snap for every object in selection (for things like object-object snapping)
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for (var i = 0; i < movementBlueprintOriginalPositions.Length; i++)
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{
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var testPosition = movementBlueprintOriginalPositions[i] + distanceTravelled;
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Vector2 originalPosition = movementBlueprintOriginalPositions[i];
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var testPosition = originalPosition + distanceTravelled;
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var positionalResult = snapProvider.SnapScreenSpacePositionToValidPosition(testPosition);
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if (positionalResult.ScreenSpacePosition == testPosition) continue;
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var delta = positionalResult.ScreenSpacePosition - movementBlueprints[i].ScreenSpaceSelectionPoint;
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// attempt to move the objects, and abort any time based snapping if we can.
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if (SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints[i], positionalResult.ScreenSpacePosition)))
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if (SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints[i], delta)))
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return true;
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}
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}
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@ -459,14 +462,14 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (result == null)
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{
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return SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints.First(), movePosition));
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return SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints.First(), movePosition - movementBlueprints.First().ScreenSpaceSelectionPoint));
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}
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return ApplySnapResult(movementBlueprints, result);
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}
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protected virtual bool ApplySnapResult(SelectionBlueprint<T>[] blueprints, SnapResult result) =>
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SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(blueprints.First(), result.ScreenSpacePosition));
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SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(blueprints.First(), result.ScreenSpacePosition - blueprints.First().ScreenSpaceSelectionPoint));
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/// <summary>
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/// Finishes the current movement of selected blueprints.
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@ -115,7 +115,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// convert to game space coordinates
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delta = firstBlueprint.ToScreenSpace(delta) - firstBlueprint.ToScreenSpace(Vector2.Zero);
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SelectionHandler.HandleMovement(new MoveSelectionEvent<HitObject>(firstBlueprint, firstBlueprint.ScreenSpaceSelectionPoint + delta));
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SelectionHandler.HandleMovement(new MoveSelectionEvent<HitObject>(firstBlueprint, delta));
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}
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private void updatePlacementNewCombo()
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@ -17,21 +17,14 @@ namespace osu.Game.Screens.Edit.Compose.Components
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public readonly SelectionBlueprint<T> Blueprint;
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/// <summary>
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/// The expected screen-space position of the blueprint's item at the current cursor position.
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/// The screen-space delta of this move event.
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/// </summary>
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public readonly Vector2 ScreenSpacePosition;
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public readonly Vector2 ScreenSpaceDelta;
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/// <summary>
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/// The distance between <see cref="ScreenSpacePosition"/> and the blueprint's current position, in the coordinate-space of the blueprint item's parent.
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/// </summary>
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public readonly Vector2 InstantDelta;
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public MoveSelectionEvent(SelectionBlueprint<T> blueprint, Vector2 screenSpacePosition)
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public MoveSelectionEvent(SelectionBlueprint<T> blueprint, Vector2 screenSpaceDelta)
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{
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Blueprint = blueprint;
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ScreenSpacePosition = screenSpacePosition;
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InstantDelta = Blueprint.GetInstantDelta(ScreenSpacePosition);
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ScreenSpaceDelta = screenSpaceDelta;
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}
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}
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}
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