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Merge pull request #3716 from smoogipoo/mania-selection-movement
Implement mania selection blueprint movements
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commit
c854ab498a
@ -0,0 +1,15 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Timing;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Mania.Tests
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{
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public abstract class ManiaSelectionBlueprintTestCase : SelectionBlueprintTestCase
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{
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[Cached(Type = typeof(IAdjustableClock))]
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private readonly IAdjustableClock clock = new StopwatchClock();
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}
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}
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@ -15,7 +15,7 @@ using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Mania.Tests
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{
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public class TestCaseHoldNoteSelectionBlueprint : SelectionBlueprintTestCase
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public class TestCaseHoldNoteSelectionBlueprint : ManiaSelectionBlueprintTestCase
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{
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private readonly DrawableHoldNote drawableObject;
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@ -15,7 +15,7 @@ using osuTK;
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namespace osu.Game.Rulesets.Mania.Tests
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{
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public class TestCaseNoteSelectionBlueprint : SelectionBlueprintTestCase
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public class TestCaseNoteSelectionBlueprint : ManiaSelectionBlueprintTestCase
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{
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private readonly DrawableNote drawableObject;
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@ -49,7 +49,6 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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base.Update();
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Size = HitObject.DrawSize + new Vector2(0, HitObject.Tail.DrawHeight);
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Position = Parent.ToLocalSpace(HitObject.ScreenSpaceDrawQuad.TopLeft);
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// This is a side-effect of not matching the hitobject's anchors/origins, which is kinda hard to do
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// When scrolling upwards our origin is already at the top of the head note (which is the intended location),
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@ -1,23 +1,79 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Events;
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using osu.Framework.Timing;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
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namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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{
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public class ManiaSelectionBlueprint : SelectionBlueprint
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{
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protected new DrawableManiaHitObject HitObject => (DrawableManiaHitObject)base.HitObject;
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protected IClock EditorClock { get; private set; }
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[Resolved]
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private IScrollingInfo scrollingInfo { get; set; }
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public ManiaSelectionBlueprint(DrawableHitObject hitObject)
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: base(hitObject)
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{
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RelativeSizeAxes = Axes.None;
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}
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[BackgroundDependencyLoader]
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private void load(IAdjustableClock clock)
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{
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EditorClock = clock;
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}
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protected override void Update()
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{
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base.Update();
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Position = Parent.ToLocalSpace(HitObject.ToScreenSpace(Vector2.Zero));
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}
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public override void AdjustPosition(DragEvent dragEvent)
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{
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var objectParent = HitObject.Parent;
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// Using the hitobject position is required since AdjustPosition can be invoked multiple times per frame
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// without the position having been updated by the parenting ScrollingHitObjectContainer
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HitObject.Y += dragEvent.Delta.Y;
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float targetPosition;
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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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if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
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targetPosition = -HitObject.Position.Y;
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else
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targetPosition = HitObject.Position.Y;
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HitObject.HitObject.StartTime = scrollingInfo.Algorithm.TimeAt(targetPosition,
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EditorClock.CurrentTime,
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scrollingInfo.TimeRange.Value,
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objectParent.DrawHeight);
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}
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public override void Show()
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{
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HitObject.AlwaysAlive = true;
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base.Show();
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}
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public override void Hide()
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{
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HitObject.AlwaysAlive = false;
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base.Hide();
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}
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}
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}
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@ -20,7 +20,6 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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base.Update();
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Size = HitObject.DrawSize;
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Position = Parent.ToLocalSpace(HitObject.ScreenSpaceDrawQuad.TopLeft);
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}
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}
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}
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@ -12,6 +12,11 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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{
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public abstract class DrawableManiaHitObject : DrawableHitObject<ManiaHitObject>
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{
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/// <summary>
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/// Whether this <see cref="DrawableManiaHitObject"/> should always remain alive.
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/// </summary>
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internal bool AlwaysAlive;
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/// <summary>
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/// The <see cref="ManiaAction"/> which causes this <see cref="DrawableManiaHitObject{TObject}"/> to be hit.
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/// </summary>
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@ -34,6 +39,8 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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Direction.BindValueChanged(OnDirectionChanged, true);
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}
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protected override bool ShouldBeAlive => AlwaysAlive || base.ShouldBeAlive;
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protected virtual void OnDirectionChanged(ScrollingDirection direction)
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{
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Anchor = Origin = direction == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre;
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