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Allow to adjust slider velocity on multiple objects simultaneously
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@ -136,7 +136,7 @@ namespace osu.Game.Tests.Visual.Editing
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private void velocityPopoverHasSingleValue(double velocity) => AddUntilStep($"velocity popover has {velocity}", () =>
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{
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var popover = this.ChildrenOfType<DifficultyPointPiece.DifficultyEditPopover>().SingleOrDefault();
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var slider = popover?.ChildrenOfType<SliderWithTextBoxInput<double>>().Single();
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var slider = popover?.ChildrenOfType<IndeterminateSliderWithTextBoxInput<double>>().Single();
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return slider?.Current.Value == velocity;
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});
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@ -144,7 +144,7 @@ namespace osu.Game.Tests.Visual.Editing
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private void velocityPopoverHasIndeterminateValue() => AddUntilStep("velocity popover has indeterminate value", () =>
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{
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var popover = this.ChildrenOfType<DifficultyPointPiece.DifficultyEditPopover>().SingleOrDefault();
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var slider = popover?.ChildrenOfType<SliderWithTextBoxInput<double>>().Single();
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var slider = popover?.ChildrenOfType<IndeterminateSliderWithTextBoxInput<double>>().Single();
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return slider != null && slider.Current.Value == null;
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});
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@ -158,7 +158,7 @@ namespace osu.Game.Tests.Visual.Editing
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private void setVelocityViaPopover(double velocity) => AddStep($"set {velocity} via popover", () =>
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{
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var popover = this.ChildrenOfType<DifficultyPointPiece.DifficultyEditPopover>().Single();
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var slider = popover.ChildrenOfType<SliderWithTextBoxInput<double>>().Single();
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var slider = popover.ChildrenOfType<IndeterminateSliderWithTextBoxInput<double>>().Single();
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slider.Current.Value = velocity;
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});
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@ -1,9 +1,11 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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@ -49,9 +51,8 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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public class DifficultyEditPopover : OsuPopover
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{
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private readonly HitObject hitObject;
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private readonly DifficultyControlPoint point;
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private SliderWithTextBoxInput<double> sliderVelocitySlider;
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private IndeterminateSliderWithTextBoxInput<double> sliderVelocitySlider;
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[Resolved(canBeNull: true)]
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private EditorBeatmap beatmap { get; set; }
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@ -59,7 +60,6 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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public DifficultyEditPopover(HitObject hitObject)
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{
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this.hitObject = hitObject;
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point = hitObject.DifficultyControlPoint;
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}
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[BackgroundDependencyLoader]
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@ -74,9 +74,8 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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AutoSizeAxes = Axes.Y,
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Children = new Drawable[]
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{
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sliderVelocitySlider = new SliderWithTextBoxInput<double>("Velocity")
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sliderVelocitySlider = new IndeterminateSliderWithTextBoxInput<double>("Velocity", new DifficultyControlPoint().SliderVelocityBindable)
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{
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Current = new DifficultyControlPoint().SliderVelocityBindable,
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KeyboardStep = 0.1f
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},
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new OsuTextFlowContainer
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@ -89,17 +88,37 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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}
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};
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var selectedPointBindable = point.SliderVelocityBindable;
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// if the piece belongs to a currently selected object, assume that the user wants to change all selected objects.
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// if the piece belongs to an unselected object, operate on that object alone, independently of the selection.
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var relevantObjects = (beatmap.SelectedHitObjects.Contains(hitObject) ? beatmap.SelectedHitObjects : hitObject.Yield()).ToArray();
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var relevantControlPoints = relevantObjects.Select(h => h.DifficultyControlPoint).ToArray();
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// there may be legacy control points, which contain infinite precision for compatibility reasons (see LegacyDifficultyControlPoint).
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// generally that level of precision could only be set by externally editing the .osu file, so at the point
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// a user is looking to update this within the editor it should be safe to obliterate this additional precision.
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double expectedPrecision = new DifficultyControlPoint().SliderVelocityBindable.Precision;
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if (selectedPointBindable.Precision < expectedPrecision)
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selectedPointBindable.Precision = expectedPrecision;
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// even if there are multiple objects selected, we can still display a value if they all have the same value.
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var selectedPointBindable = relevantControlPoints.Select(point => point.SliderVelocity).Distinct().Count() == 1 ? relevantControlPoints.First().SliderVelocityBindable : null;
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sliderVelocitySlider.Current = selectedPointBindable;
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sliderVelocitySlider.Current.BindValueChanged(_ => beatmap?.Update(hitObject));
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if (selectedPointBindable != null)
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{
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// there may be legacy control points, which contain infinite precision for compatibility reasons (see LegacyDifficultyControlPoint).
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// generally that level of precision could only be set by externally editing the .osu file, so at the point
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// a user is looking to update this within the editor it should be safe to obliterate this additional precision.
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sliderVelocitySlider.Current.Value = selectedPointBindable.Value;
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}
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sliderVelocitySlider.Current.BindValueChanged(val =>
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{
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if (val.NewValue == null)
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return;
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beatmap.BeginChange();
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foreach (var h in relevantObjects)
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{
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h.DifficultyControlPoint.SliderVelocity = val.NewValue.Value;
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beatmap.Update(h);
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}
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beatmap.EndChange();
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});
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}
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}
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}
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@ -0,0 +1,115 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Localisation;
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using osu.Game.Graphics.UserInterfaceV2;
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using osu.Game.Overlays.Settings;
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namespace osu.Game.Screens.Edit.Timing
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{
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/// <summary>
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/// Analogous to <see cref="SliderWithTextBoxInput{T}"/>, but supports scenarios
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/// where multiple objects with multiple different property values are selected
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/// by providing an "indeterminate state".
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/// </summary>
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public class IndeterminateSliderWithTextBoxInput<T> : CompositeDrawable, IHasCurrentValue<T?>
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where T : struct, IEquatable<T>, IComparable<T>, IConvertible
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{
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/// <summary>
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/// A custom step value for each key press which actuates a change on this control.
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/// </summary>
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public float KeyboardStep
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{
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get => slider.KeyboardStep;
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set => slider.KeyboardStep = value;
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}
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private readonly BindableWithCurrent<T?> current = new BindableWithCurrent<T?>();
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public Bindable<T?> Current
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{
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get => current.Current;
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set => current.Current = value;
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}
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private readonly SettingsSlider<T> slider;
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private readonly LabelledTextBox textbox;
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/// <summary>
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/// Creates an <see cref="IndeterminateSliderWithTextBoxInput{T}"/>.
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/// </summary>
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/// <param name="labelText">The label text for the slider and text box.</param>
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/// <param name="indeterminateValue">
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/// Bindable to use for the slider until a non-null value is set for <see cref="Current"/>.
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/// In particular, it can be used to control min/max bounds and precision in the case of <see cref="BindableNumber{T}"/>s.
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/// </param>
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public IndeterminateSliderWithTextBoxInput(LocalisableString labelText, Bindable<T> indeterminateValue)
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{
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RelativeSizeAxes = Axes.X;
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AutoSizeAxes = Axes.Y;
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InternalChildren = new Drawable[]
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{
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new FillFlowContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Direction = FillDirection.Vertical,
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Children = new Drawable[]
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{
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textbox = new LabelledTextBox
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{
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Label = labelText,
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PlaceholderText = "(multiple)"
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},
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slider = new SettingsSlider<T>
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{
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TransferValueOnCommit = true,
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RelativeSizeAxes = Axes.X,
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Current = indeterminateValue
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}
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}
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},
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};
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textbox.OnCommit += (t, isNew) =>
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{
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if (!isNew) return;
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try
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{
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slider.Current.Parse(t.Text);
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}
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catch
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{
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// TriggerChange below will restore the previous text value on failure.
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}
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// This is run regardless of parsing success as the parsed number may not actually trigger a change
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// due to bindable clamping. Even in such a case we want to update the textbox to a sane visual state.
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Current.TriggerChange();
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};
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slider.Current.BindValueChanged(val => Current.Value = val.NewValue);
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Current.BindValueChanged(_ => updateState(), true);
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}
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private void updateState()
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{
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if (Current.Value is T nonNullValue)
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{
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slider.Current.Value = nonNullValue;
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textbox.Text = slider.Current.ToString();
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}
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else
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{
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textbox.Text = null;
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}
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}
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}
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}
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