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Merge pull request #6557 from smoogipoo/fix-hitcircle-selection-size

Fix hitcircle selection area being too large
This commit is contained in:
Dean Herbert 2019-10-21 18:43:48 +09:00 committed by GitHub
commit ed8b8e3ad0
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GPG Key ID: 4AEE18F83AFDEB23
13 changed files with 63 additions and 57 deletions

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@ -16,7 +16,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
{
public class HoldNoteSelectionBlueprint : ManiaSelectionBlueprint
{
public new DrawableHoldNote HitObject => (DrawableHoldNote)base.HitObject;
public new DrawableHoldNote DrawableObject => (DrawableHoldNote)base.DrawableObject;
private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
@ -40,8 +40,8 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
InternalChildren = new Drawable[]
{
new HoldNoteNoteSelectionBlueprint(HitObject.Head),
new HoldNoteNoteSelectionBlueprint(HitObject.Tail),
new HoldNoteNoteSelectionBlueprint(DrawableObject.Head),
new HoldNoteNoteSelectionBlueprint(DrawableObject.Tail),
new BodyPiece
{
AccentColour = Color4.Transparent,
@ -54,13 +54,13 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
{
base.Update();
Size = HitObject.DrawSize + new Vector2(0, HitObject.Tail.DrawHeight);
Size = DrawableObject.DrawSize + new Vector2(0, DrawableObject.Tail.DrawHeight);
// This is a side-effect of not matching the hitobject's anchors/origins, which is kinda hard to do
// When scrolling upwards our origin is already at the top of the head note (which is the intended location),
// but when scrolling downwards our origin is at the _bottom_ of the tail note (where we need to be at the _top_ of the tail note)
if (direction.Value == ScrollingDirection.Down)
Y -= HitObject.Tail.DrawHeight;
Y -= DrawableObject.Tail.DrawHeight;
}
public override Quad SelectionQuad => ScreenSpaceDrawQuad;
@ -77,10 +77,10 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
{
base.Update();
Anchor = HitObject.Anchor;
Origin = HitObject.Origin;
Anchor = DrawableObject.Anchor;
Origin = DrawableObject.Origin;
Position = HitObject.DrawPosition;
Position = DrawableObject.DrawPosition;
}
// Todo: This is temporary, since the note masks don't do anything special yet. In the future they will handle input.

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@ -18,7 +18,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
public Vector2 ScreenSpaceDragPosition { get; private set; }
public Vector2 DragPosition { get; private set; }
public new DrawableManiaHitObject HitObject => (DrawableManiaHitObject)base.HitObject;
public new DrawableManiaHitObject DrawableObject => (DrawableManiaHitObject)base.DrawableObject;
protected IClock EditorClock { get; private set; }
@ -28,8 +28,8 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
[Resolved]
private IManiaHitObjectComposer composer { get; set; }
public ManiaSelectionBlueprint(DrawableHitObject hitObject)
: base(hitObject)
public ManiaSelectionBlueprint(DrawableHitObject drawableObject)
: base(drawableObject)
{
RelativeSizeAxes = Axes.None;
}
@ -44,13 +44,13 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
{
base.Update();
Position = Parent.ToLocalSpace(HitObject.ToScreenSpace(Vector2.Zero));
Position = Parent.ToLocalSpace(DrawableObject.ToScreenSpace(Vector2.Zero));
}
protected override bool OnMouseDown(MouseDownEvent e)
{
ScreenSpaceDragPosition = e.ScreenSpaceMousePosition;
DragPosition = HitObject.ToLocalSpace(e.ScreenSpaceMousePosition);
DragPosition = DrawableObject.ToLocalSpace(e.ScreenSpaceMousePosition);
return base.OnMouseDown(e);
}
@ -60,20 +60,20 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
var result = base.OnDrag(e);
ScreenSpaceDragPosition = e.ScreenSpaceMousePosition;
DragPosition = HitObject.ToLocalSpace(e.ScreenSpaceMousePosition);
DragPosition = DrawableObject.ToLocalSpace(e.ScreenSpaceMousePosition);
return result;
}
public override void Show()
{
HitObject.AlwaysAlive = true;
DrawableObject.AlwaysAlive = true;
base.Show();
}
public override void Hide()
{
HitObject.AlwaysAlive = false;
DrawableObject.AlwaysAlive = false;
base.Hide();
}
}

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@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
{
base.Update();
Size = HitObject.DrawSize;
Size = DrawableObject.DrawSize;
}
}
}

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@ -32,7 +32,7 @@ namespace osu.Game.Rulesets.Mania.Edit
public override void HandleMovement(MoveSelectionEvent moveEvent)
{
var maniaBlueprint = (ManiaSelectionBlueprint)moveEvent.Blueprint;
int lastColumn = maniaBlueprint.HitObject.HitObject.Column;
int lastColumn = maniaBlueprint.DrawableObject.HitObject.Column;
adjustOrigins(maniaBlueprint);
performDragMovement(moveEvent);
@ -48,19 +48,19 @@ namespace osu.Game.Rulesets.Mania.Edit
/// <param name="reference">The <see cref="ManiaSelectionBlueprint"/> that received the drag event.</param>
private void adjustOrigins(ManiaSelectionBlueprint reference)
{
var referenceParent = (HitObjectContainer)reference.HitObject.Parent;
var referenceParent = (HitObjectContainer)reference.DrawableObject.Parent;
float offsetFromReferenceOrigin = reference.DragPosition.Y - reference.HitObject.OriginPosition.Y;
float offsetFromReferenceOrigin = reference.DragPosition.Y - reference.DrawableObject.OriginPosition.Y;
float targetPosition = referenceParent.ToLocalSpace(reference.ScreenSpaceDragPosition).Y - offsetFromReferenceOrigin;
// Flip the vertical coordinate space when scrolling downwards
if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
targetPosition = targetPosition - referenceParent.DrawHeight;
float movementDelta = targetPosition - reference.HitObject.Position.Y;
float movementDelta = targetPosition - reference.DrawableObject.Position.Y;
foreach (var b in SelectedBlueprints.OfType<ManiaSelectionBlueprint>())
b.HitObject.Y += movementDelta;
b.DrawableObject.Y += movementDelta;
}
private void performDragMovement(MoveSelectionEvent moveEvent)
@ -70,11 +70,11 @@ namespace osu.Game.Rulesets.Mania.Edit
// When scrolling downwards the anchor position is at the bottom of the screen, however the movement event assumes the anchor is at the top of the screen.
// This causes the delta to assume a positive hitobject position, and which can be corrected for by subtracting the parent height.
if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
delta -= moveEvent.Blueprint.HitObject.Parent.DrawHeight;
delta -= moveEvent.Blueprint.DrawableObject.Parent.DrawHeight;
foreach (var b in SelectedBlueprints)
{
var hitObject = b.HitObject;
var hitObject = b.DrawableObject;
var objectParent = (HitObjectContainer)hitObject.Parent;
// StartTime could be used to adjust the position if only one movement event was received per frame.

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@ -9,8 +9,8 @@ namespace osu.Game.Rulesets.Mania.Edit.Masks
{
public abstract class ManiaSelectionBlueprint : SelectionBlueprint
{
protected ManiaSelectionBlueprint(DrawableHitObject hitObject)
: base(hitObject)
protected ManiaSelectionBlueprint(DrawableHitObject drawableObject)
: base(drawableObject)
{
RelativeSizeAxes = Axes.None;
}

View File

@ -63,8 +63,8 @@ namespace osu.Game.Rulesets.Osu.Tests
{
public new HitCirclePiece CirclePiece => base.CirclePiece;
public TestBlueprint(DrawableHitCircle hitCircle)
: base(hitCircle)
public TestBlueprint(DrawableHitCircle drawableCircle)
: base(drawableCircle)
{
}
}

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@ -1,18 +1,22 @@
// 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 osu.Framework.Graphics.Primitives;
using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osuTK;
namespace osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles
{
public class HitCircleSelectionBlueprint : OsuSelectionBlueprint<HitCircle>
{
protected new DrawableHitCircle DrawableObject => (DrawableHitCircle)base.DrawableObject;
protected readonly HitCirclePiece CirclePiece;
public HitCircleSelectionBlueprint(DrawableHitCircle hitCircle)
: base(hitCircle)
public HitCircleSelectionBlueprint(DrawableHitCircle drawableCircle)
: base(drawableCircle)
{
InternalChild = CirclePiece = new HitCirclePiece();
}
@ -23,5 +27,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles
CirclePiece.UpdateFrom(HitObject);
}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => DrawableObject.HitArea.ReceivePositionalInputAt(screenSpacePos);
public override Quad SelectionQuad => DrawableObject.HitArea.ScreenSpaceDrawQuad;
}
}

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@ -10,10 +10,10 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints
public abstract class OsuSelectionBlueprint<T> : SelectionBlueprint
where T : OsuHitObject
{
protected new T HitObject => (T)base.HitObject.HitObject;
protected T HitObject => (T)DrawableObject.HitObject;
protected OsuSelectionBlueprint(DrawableHitObject hitObject)
: base(hitObject)
protected OsuSelectionBlueprint(DrawableHitObject drawableObject)
: base(drawableObject)
{
}
}

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@ -24,14 +24,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
private readonly IBindable<int> stackHeightBindable = new Bindable<int>();
private readonly IBindable<float> scaleBindable = new Bindable<float>();
public OsuAction? HitAction => hitArea.HitAction;
public OsuAction? HitAction => HitArea.HitAction;
public readonly HitReceptor HitArea;
public readonly SkinnableDrawable CirclePiece;
private readonly Container scaleContainer;
private readonly HitArea hitArea;
public SkinnableDrawable CirclePiece { get; }
public DrawableHitCircle(HitCircle h)
: base(h)
{
@ -48,7 +46,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
Anchor = Anchor.Centre,
Children = new Drawable[]
{
hitArea = new HitArea
HitArea = new HitReceptor
{
Hit = () =>
{
@ -69,7 +67,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
},
};
Size = hitArea.DrawSize;
Size = HitArea.DrawSize;
}
[BackgroundDependencyLoader]
@ -153,7 +151,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
Expire(true);
hitArea.HitAction = null;
HitArea.HitAction = null;
break;
case ArmedState.Miss:
@ -172,7 +170,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
public Drawable ProxiedLayer => ApproachCircle;
private class HitArea : Drawable, IKeyBindingHandler<OsuAction>
public class HitReceptor : Drawable, IKeyBindingHandler<OsuAction>
{
// IsHovered is used
public override bool HandlePositionalInput => true;
@ -181,7 +179,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
public OsuAction? HitAction;
public HitArea()
public HitReceptor()
{
Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);

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@ -43,20 +43,20 @@ namespace osu.Game.Rulesets.Edit
/// <summary>
/// The <see cref="DrawableHitObject"/> which this <see cref="SelectionBlueprint"/> applies to.
/// </summary>
public readonly DrawableHitObject HitObject;
public readonly DrawableHitObject DrawableObject;
/// <summary>
/// The screen-space position of <see cref="HitObject"/> prior to handling a movement event.
/// The screen-space position of <see cref="DrawableObject"/> prior to handling a movement event.
/// </summary>
internal Vector2 ScreenSpaceMovementStartPosition { get; private set; }
protected override bool ShouldBeAlive => (HitObject.IsAlive && HitObject.IsPresent) || State == SelectionState.Selected;
protected override bool ShouldBeAlive => (DrawableObject.IsAlive && DrawableObject.IsPresent) || State == SelectionState.Selected;
public override bool HandlePositionalInput => ShouldBeAlive;
public override bool RemoveWhenNotAlive => false;
protected SelectionBlueprint(DrawableHitObject hitObject)
protected SelectionBlueprint(DrawableHitObject drawableObject)
{
HitObject = hitObject;
DrawableObject = drawableObject;
RelativeSizeAxes = Axes.Both;
@ -107,7 +107,7 @@ namespace osu.Game.Rulesets.Edit
public bool IsSelected => State == SelectionState.Selected;
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => HitObject.ReceivePositionalInputAt(screenSpacePos);
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => DrawableObject.ReceivePositionalInputAt(screenSpacePos);
private bool selectionRequested;
@ -138,7 +138,7 @@ namespace osu.Game.Rulesets.Edit
protected override bool OnDragStart(DragStartEvent e)
{
ScreenSpaceMovementStartPosition = HitObject.ToScreenSpace(HitObject.OriginPosition);
ScreenSpaceMovementStartPosition = DrawableObject.ToScreenSpace(DrawableObject.OriginPosition);
return true;
}
@ -151,11 +151,11 @@ namespace osu.Game.Rulesets.Edit
/// <summary>
/// The screen-space point that causes this <see cref="SelectionBlueprint"/> to be selected.
/// </summary>
public virtual Vector2 SelectionPoint => HitObject.ScreenSpaceDrawQuad.Centre;
public virtual Vector2 SelectionPoint => DrawableObject.ScreenSpaceDrawQuad.Centre;
/// <summary>
/// The screen-space quad that outlines this <see cref="SelectionBlueprint"/> for selections.
/// </summary>
public virtual Quad SelectionQuad => HitObject.ScreenSpaceDrawQuad;
public virtual Quad SelectionQuad => DrawableObject.ScreenSpaceDrawQuad;
}
}

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@ -101,7 +101,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
private void removeBlueprintFor(HitObject hitObject)
{
var blueprint = selectionBlueprints.Single(m => m.HitObject.HitObject == hitObject);
var blueprint = selectionBlueprints.Single(m => m.DrawableObject.HitObject == hitObject);
if (blueprint == null)
return;
@ -252,7 +252,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
return d;
// Put earlier hitobjects towards the end of the list, so they handle input first
int i = y.HitObject.HitObject.StartTime.CompareTo(x.HitObject.HitObject.StartTime);
int i = y.DrawableObject.HitObject.StartTime.CompareTo(x.DrawableObject.HitObject.StartTime);
return i == 0 ? CompareReverseChildID(x, y) : i;
}
}

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@ -40,7 +40,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
ScreenSpaceStartPosition = screenSpaceStartPosition;
ScreenSpacePosition = screenSpacePosition;
InstantDelta = Blueprint.HitObject.Parent.ToLocalSpace(ScreenSpacePosition) - Blueprint.HitObject.Position;
InstantDelta = Blueprint.DrawableObject.Parent.ToLocalSpace(ScreenSpacePosition) - Blueprint.DrawableObject.Position;
}
}
}

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@ -29,7 +29,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
protected IEnumerable<SelectionBlueprint> SelectedBlueprints => selectedBlueprints;
private readonly List<SelectionBlueprint> selectedBlueprints;
protected IEnumerable<HitObject> SelectedHitObjects => selectedBlueprints.Select(b => b.HitObject.HitObject);
protected IEnumerable<HitObject> SelectedHitObjects => selectedBlueprints.Select(b => b.DrawableObject.HitObject);
private Drawable outline;
@ -81,7 +81,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
case Key.Delete:
foreach (var h in selectedBlueprints.ToList())
placementHandler.Delete(h.HitObject.HitObject);
placementHandler.Delete(h.DrawableObject.HitObject);
return true;
}