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Fix mania placing hitobjects offset from the mouse position (#6378)
Fix mania placing hitobjects offset from the mouse position
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commit
c2b44401b4
@ -27,8 +27,13 @@ namespace osu.Game.Rulesets.Mania.Tests
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[Cached(typeof(IReadOnlyList<Mod>))]
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private IReadOnlyList<Mod> mods { get; set; } = Array.Empty<Mod>();
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[Cached(typeof(IScrollingInfo))]
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private IScrollingInfo scrollingInfo;
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protected ManiaPlacementBlueprintTestScene()
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{
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scrollingInfo = ((ScrollingTestContainer)HitObjectContainer).ScrollingInfo;
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Add(column = new Column(0)
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{
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Anchor = Anchor.Centre,
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@ -36,15 +41,8 @@ namespace osu.Game.Rulesets.Mania.Tests
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AccentColour = Color4.OrangeRed,
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Clock = new FramedClock(new StopwatchClock()), // No scroll
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});
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}
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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dependencies.CacheAs(((ScrollingTestContainer)HitObjectContainer).ScrollingInfo);
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return dependencies;
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AddStep("change direction", () => ((ScrollingTestContainer)HitObjectContainer).Flip());
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}
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protected override Container CreateHitObjectContainer() => new ScrollingTestContainer(ScrollingDirection.Down) { RelativeSizeAxes = Axes.Both };
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@ -85,7 +85,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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// If we're scrolling downwards, a position of 0 is actually further away from the hit target
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// so we need to flip the vertical coordinate in the hitobject container's space
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var hitObjectPos = Column.HitObjectContainer.ToLocalSpace(applyPositionOffset(screenSpacePosition, false)).Y;
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var hitObjectPos = mouseToHitObjectPosition(Column.HitObjectContainer.ToLocalSpace(screenSpacePosition)).Y;
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if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
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hitObjectPos = hitObjectContainer.DrawHeight - hitObjectPos;
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@ -102,16 +102,58 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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scrollingInfo.TimeRange.Value,
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Column.HitObjectContainer.DrawHeight);
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return applyPositionOffset(Column.HitObjectContainer.ToSpaceOfOtherDrawable(new Vector2(0, pos), Parent), true).Y;
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if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
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pos = Column.HitObjectContainer.DrawHeight - pos;
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return hitObjectToMousePosition(Column.HitObjectContainer.ToSpaceOfOtherDrawable(new Vector2(0, pos), Parent)).Y;
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}
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protected Column ColumnAt(Vector2 screenSpacePosition)
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=> composer.ColumnAt(applyPositionOffset(screenSpacePosition, false));
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=> composer.ColumnAt(screenSpacePosition);
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private Vector2 applyPositionOffset(Vector2 position, bool reverse)
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/// <summary>
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/// Converts a mouse position to a hitobject position.
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/// </summary>
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/// <remarks>
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/// Blueprints are centred on the mouse position, such that the hitobject position is anchored at the top or bottom of the blueprint depending on the scroll direction.
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/// </remarks>
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/// <param name="mousePosition">The mouse position.</param>
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/// <returns>The resulting hitobject position, acnhored at the top or bottom of the blueprint depending on the scroll direction.</returns>
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private Vector2 mouseToHitObjectPosition(Vector2 mousePosition)
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{
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position.Y += (scrollingInfo.Direction.Value == ScrollingDirection.Up && !reverse ? -1 : 1) * NotePiece.NOTE_HEIGHT / 2;
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return position;
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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mousePosition.Y -= NotePiece.NOTE_HEIGHT / 2;
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break;
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case ScrollingDirection.Down:
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mousePosition.Y += NotePiece.NOTE_HEIGHT / 2;
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break;
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}
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return mousePosition;
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}
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/// <summary>
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/// Converts a hitobject position to a mouse position.
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/// </summary>
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/// <param name="hitObjectPosition">The hitobject position.</param>
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/// <returns>The resulting mouse position, anchored at the centre of the hitobject.</returns>
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private Vector2 hitObjectToMousePosition(Vector2 hitObjectPosition)
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{
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switch (scrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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hitObjectPosition.Y += NotePiece.NOTE_HEIGHT / 2;
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break;
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case ScrollingDirection.Down:
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hitObjectPosition.Y -= NotePiece.NOTE_HEIGHT / 2;
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break;
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}
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return hitObjectPosition;
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}
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}
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}
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