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Merge pull request #12090 from bdach/overlapping-object-selection

Fix selection blueprint misbehaving with overlapping objects
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Dean Herbert 2021-03-20 10:46:29 +09:00 committed by GitHub
commit e630c1be50
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3 changed files with 77 additions and 1 deletions

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@ -4,6 +4,7 @@
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
@ -28,6 +29,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
protected SliderBodyPiece BodyPiece { get; private set; }
protected SliderCircleSelectionBlueprint HeadBlueprint { get; private set; }
protected SliderCircleSelectionBlueprint TailBlueprint { get; private set; }
[CanBeNull]
protected PathControlPointVisualiser ControlPointVisualiser { get; private set; }
private readonly DrawableSlider slider;
@ -114,6 +117,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
// throw away frame buffers on deselection.
ControlPointVisualiser?.Expire();
ControlPointVisualiser = null;
BodyPiece.RecyclePath();
}

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@ -0,0 +1,70 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using NUnit.Framework;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Screens.Edit.Compose.Components;
using osu.Game.Tests.Beatmaps;
using osuTK;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Editing
{
public class TestSceneBlueprintSelection : EditorTestScene
{
protected override Ruleset CreateEditorRuleset() => new OsuRuleset();
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new TestBeatmap(ruleset, false);
private BlueprintContainer blueprintContainer
=> Editor.ChildrenOfType<BlueprintContainer>().First();
[Test]
public void TestSelectedObjectHasPriorityWhenOverlapping()
{
var firstSlider = new Slider
{
Path = new SliderPath(new[]
{
new PathControlPoint(new Vector2()),
new PathControlPoint(new Vector2(150, -50)),
new PathControlPoint(new Vector2(300, 0))
}),
Position = new Vector2(0, 100)
};
var secondSlider = new Slider
{
Path = new SliderPath(new[]
{
new PathControlPoint(new Vector2()),
new PathControlPoint(new Vector2(-50, 50)),
new PathControlPoint(new Vector2(-100, 100))
}),
Position = new Vector2(200, 0)
};
AddStep("add overlapping sliders", () =>
{
EditorBeatmap.Add(firstSlider);
EditorBeatmap.Add(secondSlider);
});
AddStep("select first slider", () => EditorBeatmap.SelectedHitObjects.Add(firstSlider));
AddStep("move mouse to common point", () =>
{
var pos = blueprintContainer.ChildrenOfType<PathControlPointPiece>().ElementAt(1).ScreenSpaceDrawQuad.Centre;
InputManager.MoveMouseTo(pos);
});
AddStep("right click", () => InputManager.Click(MouseButton.Right));
AddAssert("selection is unchanged", () => EditorBeatmap.SelectedHitObjects.Single() == firstSlider);
}
}
}

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@ -338,7 +338,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
private bool beginClickSelection(MouseButtonEvent e)
{
// Iterate from the top of the input stack (blueprints closest to the front of the screen first).
foreach (SelectionBlueprint blueprint in SelectionBlueprints.AliveChildren.Reverse())
// Priority is given to already-selected blueprints.
foreach (SelectionBlueprint blueprint in SelectionBlueprints.AliveChildren.Reverse().OrderByDescending(b => b.IsSelected))
{
if (!blueprint.IsHovered) continue;