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add collection of selection points.
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@ -409,8 +409,12 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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public override Vector2 ScreenSpaceSelectionPoint => DrawableObject.SliderBody?.ToScreenSpace(DrawableObject.SliderBody.PathOffset)
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?? BodyPiece.ToScreenSpace(BodyPiece.PathStartLocation);
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public override Vector2 ScreenSpaceEndPoint => DrawableObject.SliderBody?.ToScreenSpace(DrawableObject.SliderBody.PathEndOffset)
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?? BodyPiece.ToScreenSpace(BodyPiece.PathEndLocation);
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public override Vector2[] ScreenSpaceSelectionPoints => new Vector2[]
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{
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ScreenSpaceSelectionPoint,
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DrawableObject.SliderBody?.ToScreenSpace(DrawableObject.SliderBody.PathEndOffset)
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?? BodyPiece.ToScreenSpace(BodyPiece.PathEndLocation)
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};
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) =>
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BodyPiece.ReceivePositionalInputAt(screenSpacePos) || ControlPointVisualiser?.Pieces.Any(p => p.ReceivePositionalInputAt(screenSpacePos)) == true;
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@ -48,8 +48,6 @@ namespace osu.Game.Rulesets.Edit
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public override Vector2 ScreenSpaceSelectionPoint => DrawableObject.ScreenSpaceDrawQuad.Centre;
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public override Vector2 ScreenSpaceEndPoint => DrawableObject.ScreenSpaceDrawQuad.Centre;
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public override Quad SelectionQuad => DrawableObject.ScreenSpaceDrawQuad;
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}
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@ -4,6 +4,7 @@
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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 osu.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -125,14 +126,15 @@ 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="HitObjectSelectionBlueprint"/> to be selected via a drag.
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/// The screen-space main point that causes this <see cref="HitObjectSelectionBlueprint"/> 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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/// <summary>
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/// The screen-space point that mark end of this <see cref="HitObjectSelectionBlueprint"/>.
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/// The screen-space collection of base points that cause this <see cref="HitObjectSelectionBlueprint"/> to be selected via a drag.
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/// The first element of this collection is <see cref="ScreenSpaceSelectionPoint"/>
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/// </summary>
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public virtual Vector2 ScreenSpaceEndPoint => ScreenSpaceDrawQuad.Centre;
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public virtual Vector2[] ScreenSpaceSelectionPoints => new Vector2[] { ScreenSpaceSelectionPoint };
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/// <summary>
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/// The screen-space quad that outlines this <see cref="HitObjectSelectionBlueprint"/> for selections.
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@ -439,8 +439,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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#region Selection Movement
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private Vector2[] movementBlueprintOriginalPositions;
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private Vector2[] movementBlueprintOriginalEndPositions;
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private Vector2[][] movementBlueprintsOriginalPositions;
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private SelectionBlueprint<T>[] movementBlueprints;
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private bool isDraggingBlueprint;
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@ -460,9 +459,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// Movement is tracked from the blueprint of the earliest item, since it only makes sense to distance snap from that item
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movementBlueprints = SortForMovement(SelectionHandler.SelectedBlueprints).ToArray();
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movementBlueprintOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint).ToArray();
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movementBlueprintOriginalEndPositions = movementBlueprints.Where(m => m.ScreenSpaceSelectionPoint != m.ScreenSpaceEndPoint)
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.Select(m => m.ScreenSpaceEndPoint).ToArray();
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movementBlueprintsOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoints).ToArray();
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return true;
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}
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@ -484,30 +481,24 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (movementBlueprints == null)
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return false;
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Debug.Assert(movementBlueprintOriginalPositions != null);
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Debug.Assert(movementBlueprintsOriginalPositions != null);
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Vector2 distanceTravelled = e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
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if (snapProvider != null)
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{
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var currentSelectionPointPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint).ToArray();
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if (checkSnappingForNearbyObjects(distanceTravelled, movementBlueprintOriginalPositions, currentSelectionPointPositions))
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return true;
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var currentEndPointPositions = movementBlueprints.Where(m => m.ScreenSpaceSelectionPoint != m.ScreenSpaceEndPoint)
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.Select(m => m.ScreenSpaceEndPoint)
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.ToArray();
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if (checkSnappingForNearbyObjects(distanceTravelled, movementBlueprintOriginalEndPositions, currentEndPointPositions))
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return true;
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for (int i = 0; i < movementBlueprints.Length; i++)
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{
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if (checkSnappingBlueprintToNearbyObjects(movementBlueprints[i], distanceTravelled, movementBlueprintsOriginalPositions[i]))
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return true;
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}
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}
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// if no positional snapping could be performed, try unrestricted snapping from the earliest
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// item in the selection.
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// The final movement position, relative to movementBlueprintOriginalPosition.
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Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTravelled;
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Vector2 movePosition = movementBlueprintsOriginalPositions.First().First() + distanceTravelled;
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// Retrieve a snapped position.
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var result = snapProvider?.FindSnappedPositionAndTime(movePosition, ~SnapType.NearbyObjects);
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@ -521,14 +512,16 @@ namespace osu.Game.Screens.Edit.Compose.Components
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}
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/// <summary>
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/// Check for positional snap for every given positions.
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/// Check for positional snap for given blueprint.
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/// </summary>
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/// <param name="blueprint">The blueprint to check for snapping</param>
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/// <param name="distanceTravelled">Distance traveled since start of dragging action. </param>
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/// <param name="originalPositions">The position of objects before start of dragging action. </param>
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/// <param name="currentPositions">The positions of object at the current time.</param>
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/// <param name="originalPositions">The selection positions of blueprint before start of dragging action. </param>
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/// <returns>Whether found object to snap to.</returns>
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private bool checkSnappingForNearbyObjects(Vector2 distanceTravelled, Vector2[] originalPositions, Vector2[] currentPositions)
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private bool checkSnappingBlueprintToNearbyObjects(SelectionBlueprint<T> blueprint, Vector2 distanceTravelled, Vector2[] originalPositions)
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{
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var currentPositions = blueprint.ScreenSpaceSelectionPoints;
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for (int i = 0; i < originalPositions.Length; i++)
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{
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Vector2 originalPosition = originalPositions[i];
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@ -541,7 +534,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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var delta = positionalResult.ScreenSpacePosition - currentPositions[i];
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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], delta)))
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if (SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(blueprint, delta)))
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return true;
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}
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@ -560,7 +553,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (movementBlueprints == null)
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return false;
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movementBlueprintOriginalPositions = null;
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movementBlueprintsOriginalPositions = null;
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movementBlueprints = null;
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return true;
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