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mirror of https://github.com/ppy/osu.git synced 2024-09-21 14:47:25 +08:00

Use single path to display slider control point connections

This commit is contained in:
Andrei Zavatski 2024-05-04 21:53:48 +03:00
parent 002efca422
commit cf313cd67f
3 changed files with 11 additions and 95 deletions

View File

@ -30,23 +30,6 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
slider.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
});
[Test]
public void TestAddOverlappingControlPoints()
{
createVisualiser(true);
addControlPointStep(new Vector2(200));
addControlPointStep(new Vector2(300));
addControlPointStep(new Vector2(300));
addControlPointStep(new Vector2(500, 300));
AddAssert("last connection displayed", () =>
{
var lastConnection = visualiser.Connections.Last(c => c.ControlPoint.Position == new Vector2(300));
return lastConnection.DrawWidth > 50;
});
}
[Test]
public void TestPerfectCurveTooManyPoints()
{
@ -194,24 +177,6 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
addAssertPointPositionChanged(points, i);
}
[Test]
public void TestStackingUpdatesConnectionPosition()
{
createVisualiser(true);
Vector2 connectionPosition;
addControlPointStep(connectionPosition = new Vector2(300));
addControlPointStep(new Vector2(600));
// Apply a big number in stacking so the person running the test can clearly see if it fails
AddStep("apply stacking", () => slider.StackHeightBindable.Value += 10);
AddAssert($"Connection at {connectionPosition} changed",
() => visualiser.Connections[0].Position,
() => !Is.EqualTo(connectionPosition)
);
}
private void addAssertPointPositionChanged(Vector2[] points, int index)
{
AddAssert($"Point at {points.ElementAt(index)} changed",

View File

@ -4,10 +4,7 @@
#nullable disable
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Lines;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects;
using osuTK;
@ -15,36 +12,21 @@ using osuTK;
namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
{
/// <summary>
/// A visualisation of the line between two <see cref="PathControlPointPiece{T}"/>s.
/// A visualisation of the lines between <see cref="PathControlPointPiece{T}"/>s.
/// </summary>
/// <typeparam name="T">The type of <see cref="OsuHitObject"/> which this <see cref="PathControlPointConnectionPiece{T}"/> visualises.</typeparam>
public partial class PathControlPointConnectionPiece<T> : CompositeDrawable where T : OsuHitObject, IHasPath
/// <typeparam name="T">The type of <see cref="OsuHitObject"/> which this <see cref="PathControlPointConnection{T}"/> visualises.</typeparam>
public partial class PathControlPointConnection<T> : SmoothPath where T : OsuHitObject, IHasPath
{
public readonly PathControlPoint ControlPoint;
private readonly Path path;
private readonly T hitObject;
public int ControlPointIndex { get; set; }
private IBindable<Vector2> hitObjectPosition;
private IBindable<int> pathVersion;
private IBindable<int> stackHeight;
public PathControlPointConnectionPiece(T hitObject, int controlPointIndex)
public PathControlPointConnection(T hitObject)
{
this.hitObject = hitObject;
ControlPointIndex = controlPointIndex;
Origin = Anchor.Centre;
AutoSizeAxes = Axes.Both;
ControlPoint = hitObject.Path.ControlPoints[controlPointIndex];
InternalChild = path = new SmoothPath
{
Anchor = Anchor.Centre,
PathRadius = 1
};
PathRadius = 1;
}
protected override void LoadComplete()
@ -68,18 +50,14 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
/// </summary>
private void updateConnectingPath()
{
Position = hitObject.StackedPosition + ControlPoint.Position;
Position = hitObject.StackedPosition;
path.ClearVertices();
ClearVertices();
int nextIndex = ControlPointIndex + 1;
if (nextIndex == 0 || nextIndex >= hitObject.Path.ControlPoints.Count)
return;
foreach (var controlPoint in hitObject.Path.ControlPoints)
AddVertex(controlPoint.Position);
path.AddVertex(Vector2.Zero);
path.AddVertex(hitObject.Path.ControlPoints[nextIndex].Position - ControlPoint.Position);
path.OriginPosition = path.PositionInBoundingBox(Vector2.Zero);
OriginPosition = PositionInBoundingBox(Vector2.Zero);
}
}
}

View File

@ -37,7 +37,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true; // allow context menu to appear outside of the playfield.
internal readonly Container<PathControlPointPiece<T>> Pieces;
internal readonly Container<PathControlPointConnectionPiece<T>> Connections;
private readonly IBindableList<PathControlPoint> controlPoints = new BindableList<PathControlPoint>();
private readonly T hitObject;
@ -63,7 +62,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
InternalChildren = new Drawable[]
{
Connections = new Container<PathControlPointConnectionPiece<T>> { RelativeSizeAxes = Axes.Both },
new PathControlPointConnection<T>(hitObject),
Pieces = new Container<PathControlPointPiece<T>> { RelativeSizeAxes = Axes.Both }
};
}
@ -185,17 +184,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
case NotifyCollectionChangedAction.Add:
Debug.Assert(e.NewItems != null);
// If inserting in the path (not appending),
// update indices of existing connections after insert location
if (e.NewStartingIndex < Pieces.Count)
{
foreach (var connection in Connections)
{
if (connection.ControlPointIndex >= e.NewStartingIndex)
connection.ControlPointIndex += e.NewItems.Count;
}
}
for (int i = 0; i < e.NewItems.Count; i++)
{
var point = (PathControlPoint)e.NewItems[i];
@ -209,8 +197,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
d.DragInProgress = DragInProgress;
d.DragEnded = DragEnded;
}));
Connections.Add(new PathControlPointConnectionPiece<T>(hitObject, e.NewStartingIndex + i));
}
break;
@ -222,19 +208,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
{
foreach (var piece in Pieces.Where(p => p.ControlPoint == point).ToArray())
piece.RemoveAndDisposeImmediately();
foreach (var connection in Connections.Where(c => c.ControlPoint == point).ToArray())
connection.RemoveAndDisposeImmediately();
}
// If removing before the end of the path,
// update indices of connections after remove location
if (e.OldStartingIndex < Pieces.Count)
{
foreach (var connection in Connections)
{
if (connection.ControlPointIndex >= e.OldStartingIndex)
connection.ControlPointIndex -= e.OldItems.Count;
}
}
break;