// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Timing; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Mania.Edit.Blueprints; using osu.Game.Rulesets.Mania.Objects; using osu.Game.Rulesets.UI; using osu.Game.Rulesets.UI.Scrolling; using osu.Game.Screens.Edit.Compose.Components; namespace osu.Game.Rulesets.Mania.Edit { public class ManiaSelectionHandler : SelectionHandler { [Resolved] private IScrollingInfo scrollingInfo { get; set; } [Resolved] private IManiaHitObjectComposer composer { get; set; } private IClock editorClock; [BackgroundDependencyLoader] private void load(IAdjustableClock clock) { editorClock = clock; } public override bool HandleMovement(MoveSelectionEvent moveEvent) { var maniaBlueprint = (ManiaSelectionBlueprint)moveEvent.Blueprint; int lastColumn = maniaBlueprint.DrawableObject.HitObject.Column; adjustOrigins(maniaBlueprint); performDragMovement(moveEvent); performColumnMovement(lastColumn, moveEvent); return true; } /// /// Ensures that the position of hitobjects remains centred to the mouse position. /// E.g. The hitobject position will change if the editor scrolls while a hitobject is dragged. /// /// The that received the drag event. private void adjustOrigins(ManiaSelectionBlueprint reference) { var referenceParent = (HitObjectContainer)reference.DrawableObject.Parent; 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 -= referenceParent.DrawHeight; float movementDelta = targetPosition - reference.DrawableObject.Position.Y; foreach (var b in SelectedBlueprints.OfType()) b.DrawableObject.Y += movementDelta; } private void performDragMovement(MoveSelectionEvent moveEvent) { float delta = moveEvent.InstantDelta.Y; // 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.Parent.DrawHeight; // todo: probably wrong foreach (var selectionBlueprint in SelectedBlueprints) { var b = (OverlaySelectionBlueprint)selectionBlueprint; 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. // However this is not the case and ScrollingHitObjectContainer performs movement in UpdateAfterChildren() so the position must also be updated to be valid for further movement events hitObject.Y += delta; float targetPosition = hitObject.Position.Y; // The scrolling algorithm always assumes an anchor at the top of the screen, so the position must be flipped when scrolling downwards to reflect a top anchor if (scrollingInfo.Direction.Value == ScrollingDirection.Down) targetPosition = -targetPosition; objectParent.Remove(hitObject); hitObject.HitObject.StartTime = scrollingInfo.Algorithm.TimeAt(targetPosition, editorClock.CurrentTime, scrollingInfo.TimeRange.Value, objectParent.DrawHeight); objectParent.Add(hitObject); } } private void performColumnMovement(int lastColumn, MoveSelectionEvent moveEvent) { var currentColumn = composer.ColumnAt(moveEvent.ScreenSpacePosition); if (currentColumn == null) return; int columnDelta = currentColumn.Index - lastColumn; if (columnDelta == 0) return; int minColumn = int.MaxValue; int maxColumn = int.MinValue; foreach (var obj in SelectedHitObjects.OfType()) { if (obj.Column < minColumn) minColumn = obj.Column; if (obj.Column > maxColumn) maxColumn = obj.Column; } columnDelta = Math.Clamp(columnDelta, -minColumn, composer.TotalColumns - 1 - maxColumn); foreach (var obj in SelectedHitObjects.OfType()) obj.Column += columnDelta; } } }