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Use slider snapping more liberally to match user expectations
Previously the slider path length would be snapped using the current beat snap setting on *every* change of the slider path. As it turns out this is unexpected behaviour in some situations (e.g. when reversing a path, which is expected to preserve the previous duration, even though the slider may be technically "unsnapped" at that point in time due to a different beat snap setting being selected afterwards).
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@ -283,6 +283,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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}
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}
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// Snap the path to the current beat divisor before checking length validity.
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slider.SnapTo(snapProvider);
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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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@ -290,6 +293,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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slider.Position = oldPosition;
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slider.StartTime = oldStartTime;
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// Snap the path length again to undo the invalid length.
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slider.SnapTo(snapProvider);
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return;
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}
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@ -80,7 +80,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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controlPoints.BindTo(HitObject.Path.ControlPoints);
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pathVersion.BindTo(HitObject.Path.Version);
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pathVersion.BindValueChanged(_ => updatePath());
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pathVersion.BindValueChanged(_ => editorBeatmap?.Update(HitObject));
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BodyPiece.UpdateFrom(HitObject);
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}
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@ -208,6 +208,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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// Move the control points from the insertion index onwards to make room for the insertion
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controlPoints.Insert(insertionIndex, pathControlPoint);
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HitObject.SnapTo(composer);
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return pathControlPoint;
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}
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@ -227,7 +229,10 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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controlPoints.Remove(c);
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}
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// If there are 0 or 1 remaining control points, the slider is in a degenerate (single point) form and should be deleted
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// Snap the slider to the current beat divisor before checking length validity.
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HitObject.SnapTo(composer);
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// If there are 0 or 1 remaining control points, or the slider has an invalid length, it is in a degenerate form and should be deleted
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if (controlPoints.Count <= 1 || !HitObject.Path.HasValidLength)
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{
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placementHandler?.Delete(HitObject);
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@ -242,12 +247,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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HitObject.Position += first;
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}
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private void updatePath()
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{
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HitObject.Path.ExpectedDistance.Value = composer?.GetSnappedDistanceFromDistance(HitObject, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance;
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editorBeatmap?.Update(HitObject);
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}
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private void convertToStream()
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{
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if (editorBeatmap == null || changeHandler == null || beatDivisor == null)
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@ -1,12 +1,16 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable enable
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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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.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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@ -18,6 +22,9 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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public class OsuSelectionHandler : EditorSelectionHandler
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{
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[Resolved(CanBeNull = true)]
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private IPositionSnapProvider? positionSnapProvider { get; set; }
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/// <summary>
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/// During a transform, the initial origin is stored so it can be used throughout the operation.
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/// </summary>
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@ -27,7 +34,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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/// During a transform, the initial path types of a single selected slider are stored so they
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/// can be maintained throughout the operation.
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/// </summary>
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private List<PathType?> referencePathTypes;
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private List<PathType?>? referencePathTypes;
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protected override void OnSelectionChanged()
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{
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@ -197,6 +204,10 @@ namespace osu.Game.Rulesets.Osu.Edit
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for (int i = 0; i < slider.Path.ControlPoints.Count; ++i)
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slider.Path.ControlPoints[i].Type = referencePathTypes[i];
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// Snap the slider's length to the current beat divisor
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// to calculate the final resulting duration / bounding box before the final checks.
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slider.SnapTo(positionSnapProvider);
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//if sliderhead or sliderend end up outside playfield, revert scaling.
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Quad scaledQuad = getSurroundingQuad(new OsuHitObject[] { slider });
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(bool xInBounds, bool yInBounds) = isQuadInBounds(scaledQuad);
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@ -206,6 +217,9 @@ namespace osu.Game.Rulesets.Osu.Edit
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foreach (var point in slider.Path.ControlPoints)
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point.Position = oldControlPoints.Dequeue();
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// Snap the slider's length again to undo the potentially-invalid length applied by the previous snap.
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slider.SnapTo(positionSnapProvider);
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}
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private void scaleHitObjects(OsuHitObject[] hitObjects, Anchor reference, Vector2 scale)
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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@ -11,6 +12,15 @@ namespace osu.Game.Rulesets.Objects
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{
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public static class SliderPathExtensions
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{
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/// <summary>
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/// Snaps the provided <paramref name="hitObject"/>'s duration using the <paramref name="snapProvider"/>.
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/// </summary>
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public static void SnapTo<THitObject>(this THitObject hitObject, IPositionSnapProvider? snapProvider)
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where THitObject : HitObject, IHasPath
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{
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hitObject.Path.ExpectedDistance.Value = snapProvider?.GetSnappedDistanceFromDistance(hitObject, (float)hitObject.Path.CalculatedDistance) ?? hitObject.Path.CalculatedDistance;
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}
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/// <summary>
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/// Reverse the direction of this path.
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/// </summary>
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