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Move slider path point drag handling to visualiser
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@ -16,11 +16,9 @@ using osu.Framework.Input.Events;
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using osu.Framework.Localisation;
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using osu.Framework.Utils;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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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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using osu.Game.Screens.Edit;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Input;
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@ -33,6 +31,11 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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public class PathControlPointPiece : BlueprintPiece<Slider>, IHasTooltip
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{
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public Action<PathControlPointPiece, MouseButtonEvent> RequestSelection;
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public Action<PathControlPoint> DragStarted;
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public Action<PathControlPoint, DragEvent> DragInProgress;
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public Action DragEnded;
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public List<PathControlPoint> PointsInSegment;
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public readonly BindableBool IsSelected = new BindableBool();
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@ -42,12 +45,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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private readonly Container marker;
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private readonly Drawable markerRing;
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[Resolved(CanBeNull = true)]
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private IEditorChangeHandler changeHandler { get; set; }
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[Resolved(CanBeNull = true)]
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private IPositionSnapProvider snapProvider { get; set; }
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[Resolved]
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private OsuColour colours { get; set; }
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@ -160,9 +157,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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protected override bool OnClick(ClickEvent e) => RequestSelection != null;
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private Vector2 dragStartPosition;
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private PathType? dragPathType;
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protected override bool OnDragStart(DragStartEvent e)
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{
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if (RequestSelection == null)
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@ -170,54 +164,16 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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if (e.Button == MouseButton.Left)
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{
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dragStartPosition = ControlPoint.Position;
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dragPathType = PointsInSegment[0].Type;
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changeHandler?.BeginChange();
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DragStarted?.Invoke(ControlPoint);
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return true;
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}
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return false;
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}
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protected override void OnDrag(DragEvent e)
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{
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Vector2[] oldControlPoints = slider.Path.ControlPoints.Select(cp => cp.Position).ToArray();
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var oldPosition = slider.Position;
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double oldStartTime = slider.StartTime;
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protected override void OnDrag(DragEvent e) => DragInProgress?.Invoke(ControlPoint, e);
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if (ControlPoint == slider.Path.ControlPoints[0])
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{
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// Special handling for the head control point - the position of the slider changes which means the snapped position and time have to be taken into account
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var result = snapProvider?.SnapScreenSpacePositionToValidTime(e.ScreenSpaceMousePosition);
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Vector2 movementDelta = Parent.ToLocalSpace(result?.ScreenSpacePosition ?? e.ScreenSpaceMousePosition) - slider.Position;
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slider.Position += movementDelta;
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slider.StartTime = result?.Time ?? slider.StartTime;
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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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for (int i = 1; i < slider.Path.ControlPoints.Count; i++)
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slider.Path.ControlPoints[i].Position -= movementDelta;
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}
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else
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ControlPoint.Position = dragStartPosition + (e.MousePosition - e.MouseDownPosition);
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if (!slider.Path.HasValidLength)
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{
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for (int i = 0; i < slider.Path.ControlPoints.Count; i++)
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slider.Path.ControlPoints[i].Position = oldControlPoints[i];
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slider.Position = oldPosition;
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slider.StartTime = oldStartTime;
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return;
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}
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// Maintain the path type in case it got defaulted to bezier at some point during the drag.
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PointsInSegment[0].Type = dragPathType;
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}
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protected override void OnDragEnd(DragEndEvent e) => changeHandler?.EndChange();
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protected override void OnDragEnd(DragEndEvent e) => DragEnded?.Invoke();
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private void cachePoints(Slider slider) => PointsInSegment = slider.Path.PointsInSegment(ControlPoint);
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@ -16,6 +16,7 @@ using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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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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@ -40,6 +41,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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public Action<List<PathControlPoint>> RemoveControlPointsRequested;
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[Resolved(CanBeNull = true)]
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private IPositionSnapProvider snapProvider { get; set; }
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public PathControlPointVisualiser(Slider slider, bool allowSelection)
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{
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this.slider = slider;
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@ -88,6 +92,10 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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{
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if (allowSelection)
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d.RequestSelection = selectPiece;
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d.DragStarted = dragStarted;
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d.DragInProgress = dragInProgress;
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d.DragEnded = dragEnded;
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}));
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Connections.Add(new PathControlPointConnectionPiece(slider, e.NewStartingIndex + i));
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@ -203,6 +211,60 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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return true;
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}
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#region Drag handling
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private Vector2 dragStartPosition;
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private PathType? dragPathType;
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private void dragStarted(PathControlPoint controlPoint)
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{
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dragStartPosition = controlPoint.Position;
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dragPathType = slider.Path.PointsInSegment(controlPoint).First().Type;
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changeHandler?.BeginChange();
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}
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private void dragInProgress(PathControlPoint controlPoint, DragEvent e)
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{
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Vector2[] oldControlPoints = slider.Path.ControlPoints.Select(cp => cp.Position).ToArray();
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var oldPosition = slider.Position;
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double oldStartTime = slider.StartTime;
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if (controlPoint == slider.Path.ControlPoints[0])
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{
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// Special handling for the head control point - the position of the slider changes which means the snapped position and time have to be taken into account
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var result = snapProvider?.SnapScreenSpacePositionToValidTime(e.ScreenSpaceMousePosition);
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Vector2 movementDelta = Parent.ToLocalSpace(result?.ScreenSpacePosition ?? e.ScreenSpaceMousePosition) - slider.Position;
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slider.Position += movementDelta;
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slider.StartTime = result?.Time ?? slider.StartTime;
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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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for (int i = 1; i < slider.Path.ControlPoints.Count; i++)
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slider.Path.ControlPoints[i].Position -= movementDelta;
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}
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else
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controlPoint.Position = dragStartPosition + (e.MousePosition - e.MouseDownPosition);
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if (!slider.Path.HasValidLength)
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{
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for (int i = 0; i < slider.Path.ControlPoints.Count; i++)
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slider.Path.ControlPoints[i].Position = oldControlPoints[i];
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slider.Position = oldPosition;
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slider.StartTime = oldStartTime;
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return;
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}
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// Maintain the path type in case it got defaulted to bezier at some point during the drag.
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slider.Path.PointsInSegment(controlPoint).First().Type = dragPathType;
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}
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private void dragEnded() => changeHandler?.EndChange();
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#endregion
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public MenuItem[] ContextMenuItems
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{
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get
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