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Make sliders respond to control point changes
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@ -18,7 +18,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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public class TestCaseSliderSelectionMask : HitObjectSelectionMaskTestCase
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{
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public override IReadOnlyList<Type> RequiredTypes => new Type[]
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(SliderSelectionMask),
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typeof(SliderCircleSelectionMask),
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@ -73,10 +73,27 @@ namespace osu.Game.Rulesets.Osu.Edit.Masks.SliderMasks.Components
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protected override bool OnDrag(DragEvent e)
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{
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var newControlPoints = slider.ControlPoints.ToArray();
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newControlPoints[index] += e.Delta;
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if (index == 0)
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{
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// Special handling for the head - only the position of the slider changes
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slider.Position += e.Delta;
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slider.ControlPoints = newControlPoints;
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// Since control points are relative to the position of the slider, they all need to be offset backwards by the delta
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var newControlPoints = slider.ControlPoints.ToArray();
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for (int i = 1; i < newControlPoints.Length; i++)
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newControlPoints[i] -= e.Delta;
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slider.ControlPoints = newControlPoints;
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slider.Curve.Calculate(true);
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}
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else
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{
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var newControlPoints = slider.ControlPoints.ToArray();
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newControlPoints[index] += e.Delta;
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slider.ControlPoints = newControlPoints;
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slider.Curve.Calculate(true);
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}
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return true;
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}
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@ -46,6 +46,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Masks.SliderMasks.Components
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// Need to cause one update
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body.UpdateProgress(0);
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body.Refresh();
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}
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}
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}
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@ -16,6 +16,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Masks.SliderMasks.Components
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{
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this.slider = slider;
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this.position = position;
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slider.ControlPointsChanged += _ => UpdatePosition();
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}
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protected override void UpdatePosition()
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@ -85,6 +85,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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}
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HitObject.PositionChanged += _ => Position = HitObject.StackedPosition;
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slider.ControlPointsChanged += _ => Body.Refresh();
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}
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public override Color4 AccentColour
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@ -16,7 +16,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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this.slider = slider;
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Position = HitObject.Position - slider.Position;
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h.PositionChanged += _ => updatePosition();
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slider.ControlPointsChanged += _ => updatePosition();
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updatePosition();
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}
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protected override void Update()
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@ -33,5 +36,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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public Action<double> OnShake;
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protected override void Shake(double maximumLength) => OnShake?.Invoke(maximumLength);
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private void updatePosition() => Position = HitObject.Position - slider.Position;
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}
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}
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@ -8,6 +8,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableSliderTail : DrawableOsuHitObject, IRequireTracking
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{
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private readonly Slider slider;
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/// <summary>
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/// The judgement text is provided by the <see cref="DrawableSlider"/>.
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/// </summary>
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@ -18,6 +20,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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public DrawableSliderTail(Slider slider, SliderTailCircle hitCircle)
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: base(hitCircle)
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{
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this.slider = slider;
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Origin = Anchor.Centre;
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RelativeSizeAxes = Axes.Both;
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@ -25,7 +29,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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AlwaysPresent = true;
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Position = HitObject.Position - slider.Position;
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hitCircle.PositionChanged += _ => updatePosition();
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slider.ControlPointsChanged += _ => updatePosition();
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updatePosition();
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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@ -33,5 +40,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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if (!userTriggered && timeOffset >= 0)
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ApplyResult(r => r.Type = Tracking ? HitResult.Great : HitResult.Miss);
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}
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private void updatePosition() => Position = HitObject.Position - slider.Position;
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}
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}
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@ -45,15 +45,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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[BackgroundDependencyLoader]
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private void load()
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{
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// Generate the entire curve
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slider.Curve.GetPathToProgress(CurrentCurve, 0, 1);
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SetVertices(CurrentCurve);
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// The body is sized to the full path size to avoid excessive autosize computations
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Size = Path.Size;
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snakedPosition = Path.PositionInBoundingBox(Vector2.Zero);
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snakedPathOffset = Path.PositionInBoundingBox(Path.Vertices[0]);
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Refresh();
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}
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public void UpdateProgress(double completionProgress)
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@ -80,6 +72,27 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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setRange(start, end);
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}
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public void Refresh()
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{
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// Generate the entire curve
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slider.Curve.GetPathToProgress(CurrentCurve, 0, 1);
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SetVertices(CurrentCurve);
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// The body is sized to the full path size to avoid excessive autosize computations
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Size = Path.Size;
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snakedPosition = Path.PositionInBoundingBox(Vector2.Zero);
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snakedPathOffset = Path.PositionInBoundingBox(Path.Vertices[0]);
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var lastSnakedStart = SnakedStart ?? 0;
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var lastSnakedEnd = SnakedEnd ?? 0;
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SnakedStart = null;
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SnakedEnd = null;
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setRange(lastSnakedStart, lastSnakedEnd);
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}
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private void setRange(double p0, double p1)
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{
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if (p0 > p1)
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@ -64,6 +64,9 @@ namespace osu.Game.Rulesets.Osu.Objects
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Curve.ControlPoints = value;
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ControlPointsChanged?.Invoke(value);
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if (TailCircle != null)
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TailCircle.Position = EndPosition;
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}
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}
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@ -124,10 +124,33 @@ namespace osu.Game.Rulesets.Objects
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}
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}
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public void Calculate()
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private void calculateCumulativeLength()
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{
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double l = 0;
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cumulativeLength.Clear();
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cumulativeLength.Add(l);
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for (int i = 0; i < calculatedPath.Count - 1; ++i)
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{
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Vector2 diff = calculatedPath[i + 1] - calculatedPath[i];
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double d = diff.Length;
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l += d;
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cumulativeLength.Add(l);
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}
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Distance = l;
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}
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public void Calculate(bool updateDistance = false)
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{
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calculatePath();
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calculateCumulativeLengthAndTrimPath();
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if (!updateDistance)
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calculateCumulativeLengthAndTrimPath();
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else
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calculateCumulativeLength();
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}
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private int indexOfDistance(double d)
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