mirror of
https://github.com/ppy/osu.git
synced 2024-12-14 10:52:53 +08:00
Fix undo/redo behaving poorly with simultaneous objects
This commit is contained in:
parent
1cb3f39f60
commit
c96bc5c51c
@ -304,6 +304,31 @@ namespace osu.Game.Tests.Editing
|
||||
runTest(patch);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestChangeHitObjectAtSameTime()
|
||||
{
|
||||
current.AddRange(new[]
|
||||
{
|
||||
new HitCircle { StartTime = 500, Position = new Vector2(50) },
|
||||
new HitCircle { StartTime = 500, Position = new Vector2(100) },
|
||||
new HitCircle { StartTime = 500, Position = new Vector2(150) },
|
||||
new HitCircle { StartTime = 500, Position = new Vector2(200) },
|
||||
});
|
||||
|
||||
var patch = new OsuBeatmap
|
||||
{
|
||||
HitObjects =
|
||||
{
|
||||
new HitCircle { StartTime = 500, Position = new Vector2(150) },
|
||||
new HitCircle { StartTime = 500, Position = new Vector2(100) },
|
||||
new HitCircle { StartTime = 500, Position = new Vector2(50) },
|
||||
new HitCircle { StartTime = 500, Position = new Vector2(200) },
|
||||
}
|
||||
};
|
||||
|
||||
runTest(patch);
|
||||
}
|
||||
|
||||
private void runTest(IBeatmap patch)
|
||||
{
|
||||
// Due to the method of testing, "patch" comes in without having been decoded via a beatmap decoder.
|
||||
|
@ -136,14 +136,26 @@ namespace osu.Game.Screens.Edit
|
||||
/// <param name="hitObject">The <see cref="HitObject"/> to add.</param>
|
||||
public void Add(HitObject hitObject)
|
||||
{
|
||||
trackStartTime(hitObject);
|
||||
|
||||
// Preserve existing sorting order in the beatmap
|
||||
var insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime);
|
||||
mutableHitObjects.Insert(insertionIndex + 1, hitObject);
|
||||
Insert(insertionIndex + 1, hitObject);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Inserts a <see cref="HitObject"/> into this <see cref="EditorBeatmap"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// It is the invoker's responsibility to make sure that <see cref="HitObject"/> sorting order is maintained.
|
||||
/// </remarks>
|
||||
/// <param name="index">The index to insert the <see cref="HitObject"/> at.</param>
|
||||
/// <param name="hitObject">The <see cref="HitObject"/> to insert.</param>
|
||||
public void Insert(int index, HitObject hitObject)
|
||||
{
|
||||
trackStartTime(hitObject);
|
||||
|
||||
mutableHitObjects.Insert(index, hitObject);
|
||||
|
||||
HitObjectAdded?.Invoke(hitObject);
|
||||
|
||||
updateHitObject(hitObject, true);
|
||||
}
|
||||
|
||||
|
@ -63,8 +63,10 @@ namespace osu.Game.Screens.Edit
|
||||
}
|
||||
}
|
||||
|
||||
// Make the removal indices are sorted so that iteration order doesn't get messed up post-removal.
|
||||
// Sort the indices to ensure that removal + insertion indices don't get jumbled up post-removal or post-insertion.
|
||||
// This isn't strictly required, but the differ makes no guarantees about order.
|
||||
toRemove.Sort();
|
||||
toAdd.Sort();
|
||||
|
||||
// Apply the changes.
|
||||
for (int i = toRemove.Count - 1; i >= 0; i--)
|
||||
@ -74,7 +76,7 @@ namespace osu.Game.Screens.Edit
|
||||
{
|
||||
IBeatmap newBeatmap = readBeatmap(newState);
|
||||
foreach (var i in toAdd)
|
||||
editorBeatmap.Add(newBeatmap.HitObjects[i]);
|
||||
editorBeatmap.Insert(i, newBeatmap.HitObjects[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user