mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 10:18:22 +08:00
Merge pull request #12090 from bdach/overlapping-object-selection
Fix selection blueprint misbehaving with overlapping objects
This commit is contained in:
commit
e630c1be50
@ -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();
|
||||
}
|
||||
|
||||
|
70
osu.Game.Tests/Visual/Editing/TestSceneBlueprintSelection.cs
Normal file
70
osu.Game.Tests/Visual/Editing/TestSceneBlueprintSelection.cs
Normal file
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
@ -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;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user