// 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.Collections.Generic; using System.Linq; using osu.Framework.Allocation; using osu.Game.Rulesets.Catch.Objects; using osu.Game.Rulesets.Catch.UI; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.UI; using osu.Game.Rulesets.UI.Scrolling; using osu.Game.Screens.Edit.Compose.Components; using osuTK; namespace osu.Game.Rulesets.Catch.Edit { public class CatchSelectionHandler : EditorSelectionHandler { protected ScrollingHitObjectContainer HitObjectContainer => (ScrollingHitObjectContainer)playfield.HitObjectContainer; [Resolved] private Playfield playfield { get; set; } public override bool HandleMovement(MoveSelectionEvent moveEvent) { var blueprint = moveEvent.Blueprint; Vector2 originalPosition = HitObjectContainer.ToLocalSpace(blueprint.ScreenSpaceSelectionPoint); Vector2 targetPosition = HitObjectContainer.ToLocalSpace(blueprint.ScreenSpaceSelectionPoint + moveEvent.ScreenSpaceDelta); float deltaX = targetPosition.X - originalPosition.X; deltaX = limitMovement(deltaX, EditorBeatmap.SelectedHitObjects); if (deltaX == 0) { // Returns true: even there is no positional change, there may be a time change. return true; } EditorBeatmap.PerformOnSelection(h => { if (!(h is CatchHitObject hitObject)) return; hitObject.OriginalX += deltaX; // Move the nested hit objects to give an instant result before nested objects are recreated. foreach (var nested in hitObject.NestedHitObjects.OfType()) nested.OriginalX += deltaX; }); return true; } /// /// Limit positional movement of the objects by the constraint that moved objects should stay in bounds. /// /// The positional movement. /// The objects to be moved. /// The positional movement with the restriction applied. private float limitMovement(float deltaX, IEnumerable movingObjects) { float minX = float.PositiveInfinity; float maxX = float.NegativeInfinity; foreach (float x in movingObjects.SelectMany(getOriginalPositions)) { minX = Math.Min(minX, x); maxX = Math.Max(maxX, x); } // To make an object with position `x` stay in bounds after `deltaX` movement, `0 <= x + deltaX <= WIDTH` should be satisfied. // Subtracting `x`, we get `-x <= deltaX <= WIDTH - x`. // We only need to apply the inequality to extreme values of `x`. float lowerBound = -minX; float upperBound = CatchPlayfield.WIDTH - maxX; // The inequality may be unsatisfiable if the objects were already out of bounds. // In that case, don't move objects at all. if (!(lowerBound <= upperBound)) return 0; return Math.Clamp(deltaX, lowerBound, upperBound); } /// /// Enumerate X positions that should be contained in-bounds after move offset is applied. /// private IEnumerable getOriginalPositions(HitObject hitObject) { switch (hitObject) { case Fruit fruit: yield return fruit.OriginalX; break; case JuiceStream juiceStream: foreach (var nested in juiceStream.NestedHitObjects.OfType()) { // Exclude tiny droplets: even if `OriginalX` is outside the playfield, it can be moved inside the playfield after the random offset application. if (!(nested is TinyDroplet)) yield return nested.OriginalX; } break; case BananaShower _: // A banana shower occupies the whole screen width. // If the selection contains a banana shower, the selection cannot be moved horizontally. yield return 0; yield return CatchPlayfield.WIDTH; break; } } } }