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Move logic for caching segments and updating path types to PathControlPointVisualiser
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@ -5,19 +5,15 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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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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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Framework.Localisation;
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using osu.Framework.Utils;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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@ -56,27 +52,11 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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private IBindable<Vector2> hitObjectPosition;
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private IBindable<float> hitObjectScale;
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[UsedImplicitly]
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private readonly IBindable<int> hitObjectVersion;
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public PathControlPointPiece(T hitObject, PathControlPoint controlPoint)
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{
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this.hitObject = hitObject;
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ControlPoint = controlPoint;
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// we don't want to run the path type update on construction as it may inadvertently change the hit object.
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cachePoints(hitObject);
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hitObjectVersion = hitObject.Path.Version.GetBoundCopy();
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// schedule ensure that updates are only applied after all operations from a single frame are applied.
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// this avoids inadvertently changing the hit object path type for batch operations.
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hitObjectVersion.BindValueChanged(_ => Scheduler.AddOnce(() =>
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{
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cachePoints(hitObject);
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updatePathType();
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}));
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controlPoint.Changed += updateMarkerDisplay;
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Origin = Anchor.Centre;
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@ -214,28 +194,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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protected override void OnDragEnd(DragEndEvent e) => DragEnded?.Invoke();
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private void cachePoints(T hitObject) => PointsInSegment = hitObject.Path.PointsInSegment(ControlPoint);
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/// <summary>
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/// Handles correction of invalid path types.
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/// </summary>
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private void updatePathType()
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{
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if (ControlPoint.Type != PathType.PERFECT_CURVE)
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return;
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if (PointsInSegment.Count > 3)
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ControlPoint.Type = PathType.BEZIER;
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if (PointsInSegment.Count != 3)
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return;
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ReadOnlySpan<Vector2> points = PointsInSegment.Select(p => p.Position).ToArray();
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RectangleF boundingBox = PathApproximator.CircularArcBoundingBox(points);
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if (boundingBox.Width >= 640 || boundingBox.Height >= 480)
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ControlPoint.Type = PathType.BEZIER;
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}
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/// <summary>
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/// Updates the state of the circular control point marker.
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/// </summary>
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@ -9,15 +9,18 @@ using System.Collections.Specialized;
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using System.Diagnostics;
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using System.Linq;
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using Humanizer;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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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.Cursor;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Utils;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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@ -52,6 +55,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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[Resolved(CanBeNull = true)]
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private IDistanceSnapProvider distanceSnapProvider { get; set; }
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[UsedImplicitly]
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private readonly IBindable<int> hitObjectVersion;
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public PathControlPointVisualiser(T hitObject, bool allowSelection)
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{
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this.hitObject = hitObject;
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@ -64,6 +70,48 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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Connections = new Container<PathControlPointConnectionPiece<T>> { RelativeSizeAxes = Axes.Both },
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Pieces = new Container<PathControlPointPiece<T>> { RelativeSizeAxes = Axes.Both }
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};
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hitObjectVersion = hitObject.Path.Version.GetBoundCopy();
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// schedule ensure that updates are only applied after all operations from a single frame are applied.
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// this avoids inadvertently changing the hit object path type for batch operations.
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hitObjectVersion.BindValueChanged(_ => Scheduler.AddOnce(cachePointsAndEnsureValidPathTypes));
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}
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/// <summary>
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/// Caches the PointsInSegment of Pieces and handles correction of invalid path types.
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/// </summary>
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private void cachePointsAndEnsureValidPathTypes()
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{
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List<PathControlPoint> pointsInCurrentSegment = new List<PathControlPoint>();
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foreach (var controlPoint in controlPoints)
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{
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if (controlPoint.Type != null)
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pointsInCurrentSegment = new List<PathControlPoint>();
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pointsInCurrentSegment.Add(controlPoint);
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// Pieces might not be ordered so we need to find the piece corresponding to the current control point.
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Pieces.Single(o => o.ControlPoint == controlPoint).PointsInSegment = pointsInCurrentSegment;
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}
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foreach (var piece in Pieces)
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{
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if (piece.ControlPoint.Type != PathType.PERFECT_CURVE)
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return;
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if (piece.PointsInSegment.Count > 3)
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piece.ControlPoint.Type = PathType.BEZIER;
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if (piece.PointsInSegment.Count != 3)
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return;
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ReadOnlySpan<Vector2> points = piece.PointsInSegment.Select(p => p.Position).ToArray();
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RectangleF boundingBox = PathApproximator.CircularArcBoundingBox(points);
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if (boundingBox.Width >= 640 || boundingBox.Height >= 480)
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piece.ControlPoint.Type = PathType.BEZIER;
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}
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}
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protected override void LoadComplete()
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