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mirror of https://github.com/ppy/osu.git synced 2024-11-11 10:33:30 +08:00

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).
This commit is contained in:
Bartłomiej Dach 2022-01-07 15:11:38 +01:00
parent d2f44813dd
commit c09f6ee052
No known key found for this signature in database
GPG Key ID: BCECCD4FA41F6497
4 changed files with 37 additions and 9 deletions

View File

@ -283,6 +283,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
}
}
// Snap the path to the current beat divisor before checking length validity.
slider.SnapTo(snapProvider);
if (!slider.Path.HasValidLength)
{
for (int i = 0; i < slider.Path.ControlPoints.Count; i++)
@ -290,6 +293,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
slider.Position = oldPosition;
slider.StartTime = oldStartTime;
// Snap the path length again to undo the invalid length.
slider.SnapTo(snapProvider);
return;
}

View File

@ -80,7 +80,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
controlPoints.BindTo(HitObject.Path.ControlPoints);
pathVersion.BindTo(HitObject.Path.Version);
pathVersion.BindValueChanged(_ => updatePath());
pathVersion.BindValueChanged(_ => editorBeatmap?.Update(HitObject));
BodyPiece.UpdateFrom(HitObject);
}
@ -208,6 +208,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
// Move the control points from the insertion index onwards to make room for the insertion
controlPoints.Insert(insertionIndex, pathControlPoint);
HitObject.SnapTo(composer);
return pathControlPoint;
}
@ -227,7 +229,10 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
controlPoints.Remove(c);
}
// If there are 0 or 1 remaining control points, the slider is in a degenerate (single point) form and should be deleted
// Snap the slider to the current beat divisor before checking length validity.
HitObject.SnapTo(composer);
// 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
if (controlPoints.Count <= 1 || !HitObject.Path.HasValidLength)
{
placementHandler?.Delete(HitObject);
@ -242,12 +247,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
HitObject.Position += first;
}
private void updatePath()
{
HitObject.Path.ExpectedDistance.Value = composer?.GetSnappedDistanceFromDistance(HitObject, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance;
editorBeatmap?.Update(HitObject);
}
private void convertToStream()
{
if (editorBeatmap == null || changeHandler == null || beatDivisor == null)

View File

@ -1,12 +1,16 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable enable
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Utils;
using osu.Game.Extensions;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects;
@ -18,6 +22,9 @@ namespace osu.Game.Rulesets.Osu.Edit
{
public class OsuSelectionHandler : EditorSelectionHandler
{
[Resolved(CanBeNull = true)]
private IPositionSnapProvider? positionSnapProvider { get; set; }
/// <summary>
/// During a transform, the initial origin is stored so it can be used throughout the operation.
/// </summary>
@ -27,7 +34,7 @@ namespace osu.Game.Rulesets.Osu.Edit
/// During a transform, the initial path types of a single selected slider are stored so they
/// can be maintained throughout the operation.
/// </summary>
private List<PathType?> referencePathTypes;
private List<PathType?>? referencePathTypes;
protected override void OnSelectionChanged()
{
@ -197,6 +204,10 @@ namespace osu.Game.Rulesets.Osu.Edit
for (int i = 0; i < slider.Path.ControlPoints.Count; ++i)
slider.Path.ControlPoints[i].Type = referencePathTypes[i];
// Snap the slider's length to the current beat divisor
// to calculate the final resulting duration / bounding box before the final checks.
slider.SnapTo(positionSnapProvider);
//if sliderhead or sliderend end up outside playfield, revert scaling.
Quad scaledQuad = getSurroundingQuad(new OsuHitObject[] { slider });
(bool xInBounds, bool yInBounds) = isQuadInBounds(scaledQuad);
@ -206,6 +217,9 @@ namespace osu.Game.Rulesets.Osu.Edit
foreach (var point in slider.Path.ControlPoints)
point.Position = oldControlPoints.Dequeue();
// Snap the slider's length again to undo the potentially-invalid length applied by the previous snap.
slider.SnapTo(positionSnapProvider);
}
private void scaleHitObjects(OsuHitObject[] hitObjects, Anchor reference, Vector2 scale)

View File

@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects.Types;
using osuTK;
@ -11,6 +12,15 @@ namespace osu.Game.Rulesets.Objects
{
public static class SliderPathExtensions
{
/// <summary>
/// Snaps the provided <paramref name="hitObject"/>'s duration using the <paramref name="snapProvider"/>.
/// </summary>
public static void SnapTo<THitObject>(this THitObject hitObject, IPositionSnapProvider? snapProvider)
where THitObject : HitObject, IHasPath
{
hitObject.Path.ExpectedDistance.Value = snapProvider?.GetSnappedDistanceFromDistance(hitObject, (float)hitObject.Path.CalculatedDistance) ?? hitObject.Path.CalculatedDistance;
}
/// <summary>
/// Reverse the direction of this path.
/// </summary>