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Fix segment control points not changing in unison
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@ -76,46 +76,38 @@ namespace osu.Game.Rulesets.Osu.Edit.Masks.SliderMasks.Components
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protected override bool OnDrag(DragEvent e)
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{
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var newControlPoints = slider.ControlPoints.ToArray();
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if (index == 0)
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{
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// Special handling for the head - only the position of the slider changes
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slider.Position += e.Delta;
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// Since control points are relative to the position of the slider, they all need to be offset backwards by the delta
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var newControlPoints = slider.ControlPoints.ToArray();
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for (int i = 1; i < newControlPoints.Length; i++)
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newControlPoints[i] -= e.Delta;
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slider.ControlPoints = newControlPoints;
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slider.Curve.Calculate(true);
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}
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else
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{
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var newControlPoints = slider.ControlPoints.ToArray();
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newControlPoints[index] += e.Delta;
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slider.ControlPoints = newControlPoints;
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slider.Curve.Calculate(true);
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}
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if (isSegmentSeparatorWithNext)
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newControlPoints[index + 1] = newControlPoints[index];
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if (isSegmentSeparatorWithPrevious)
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newControlPoints[index - 1] = newControlPoints[index];
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slider.ControlPoints = newControlPoints;
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slider.Curve.Calculate(true);
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return true;
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}
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protected override bool OnDragEnd(DragEndEvent e) => true;
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private bool isSegmentSeparator
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{
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get
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{
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bool separator = false;
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private bool isSegmentSeparator => isSegmentSeparatorWithNext || isSegmentSeparatorWithPrevious;
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if (index < slider.ControlPoints.Length - 1)
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separator |= slider.ControlPoints[index + 1] == slider.ControlPoints[index];
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if (index > 0)
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separator |= slider.ControlPoints[index - 1] == slider.ControlPoints[index];
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private bool isSegmentSeparatorWithNext => index < slider.ControlPoints.Length - 1 && slider.ControlPoints[index + 1] == slider.ControlPoints[index];
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return separator;
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}
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}
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private bool isSegmentSeparatorWithPrevious => index > 0 && slider.ControlPoints[index - 1] == slider.ControlPoints[index];
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}
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}
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