// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System.Collections.Generic; using System.Linq; using JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.UserInterface; using osu.Framework.Input.Events; using osu.Framework.Utils; using osu.Game.Audio; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Graphics.UserInterface; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Screens.Edit; using osu.Game.Screens.Edit.Compose; using osuTK; using osuTK.Input; namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders { public class SliderSelectionBlueprint : OsuSelectionBlueprint { protected new DrawableSlider DrawableObject => (DrawableSlider)base.DrawableObject; protected SliderBodyPiece BodyPiece { get; private set; } protected SliderCircleOverlay HeadOverlay { get; private set; } protected SliderCircleOverlay TailOverlay { get; private set; } [CanBeNull] protected PathControlPointVisualiser ControlPointVisualiser { get; private set; } [Resolved(CanBeNull = true)] private IDistanceSnapProvider snapProvider { get; set; } [Resolved(CanBeNull = true)] private IPlacementHandler placementHandler { get; set; } [Resolved(CanBeNull = true)] private EditorBeatmap editorBeatmap { get; set; } [Resolved(CanBeNull = true)] private IEditorChangeHandler changeHandler { get; set; } [Resolved(CanBeNull = true)] private BindableBeatDivisor beatDivisor { get; set; } public override Quad SelectionQuad => BodyPiece.ScreenSpaceDrawQuad; private readonly BindableList controlPoints = new BindableList(); private readonly IBindable pathVersion = new Bindable(); private readonly BindableList selectedObjects = new BindableList(); public SliderSelectionBlueprint(Slider slider) : base(slider) { } [BackgroundDependencyLoader] private void load() { InternalChildren = new Drawable[] { BodyPiece = new SliderBodyPiece(), HeadOverlay = CreateCircleOverlay(HitObject, SliderPosition.Start), TailOverlay = CreateCircleOverlay(HitObject, SliderPosition.End), }; } protected override void LoadComplete() { base.LoadComplete(); controlPoints.BindTo(HitObject.Path.ControlPoints); pathVersion.BindTo(HitObject.Path.Version); pathVersion.BindValueChanged(_ => editorBeatmap?.Update(HitObject)); BodyPiece.UpdateFrom(HitObject); if (editorBeatmap != null) selectedObjects.BindTo(editorBeatmap.SelectedHitObjects); selectedObjects.BindCollectionChanged((_, _) => updateVisualDefinition()); } public override bool HandleQuickDeletion() { var hoveredControlPoint = ControlPointVisualiser?.Pieces.FirstOrDefault(p => p.IsHovered); if (hoveredControlPoint == null) return false; hoveredControlPoint.IsSelected.Value = true; ControlPointVisualiser.DeleteSelected(); return true; } private bool hasSingleObjectSelected => editorBeatmap == null || selectedObjects.Count == 1; protected override void Update() { base.Update(); if (IsSelected) BodyPiece.UpdateFrom(HitObject); } protected override bool OnHover(HoverEvent e) { updateVisualDefinition(); // In the case more than a single object is selected, block hover from arriving at sliders behind this one. // Without doing this, the path visualisers of potentially hundreds of sliders will render, which is not only // visually noisy but also functionally useless. return !hasSingleObjectSelected; } protected override void OnHoverLost(HoverLostEvent e) { updateVisualDefinition(); base.OnHoverLost(e); } protected override void OnSelected() { updateVisualDefinition(); base.OnSelected(); } protected override void OnDeselected() { base.OnDeselected(); updateVisualDefinition(); BodyPiece.RecyclePath(); } private void updateVisualDefinition() { // To reduce overhead of drawing these blueprints, only add extra detail when hovered or when only this slider is selected. if (IsSelected && (hasSingleObjectSelected || IsHovered)) { if (ControlPointVisualiser == null) { AddInternal(ControlPointVisualiser = new PathControlPointVisualiser(HitObject, true) { RemoveControlPointsRequested = removeControlPoints, SplitControlPointsRequested = splitControlPoints }); } } else { ControlPointVisualiser?.Expire(); ControlPointVisualiser = null; } } private Vector2 rightClickPosition; protected override bool OnMouseDown(MouseDownEvent e) { switch (e.Button) { case MouseButton.Right: rightClickPosition = e.MouseDownPosition; return false; // Allow right click to be handled by context menu case MouseButton.Left: if (e.ControlPressed && IsSelected) { changeHandler?.BeginChange(); placementControlPoint = addControlPoint(e.MousePosition); ControlPointVisualiser?.SetSelectionTo(placementControlPoint); return true; // Stop input from being handled and modifying the selection } break; } return false; } [CanBeNull] private PathControlPoint placementControlPoint; protected override bool OnDragStart(DragStartEvent e) => placementControlPoint != null; protected override void OnDrag(DragEvent e) { if (placementControlPoint != null) { var result = snapProvider?.FindSnappedPositionAndTime(ToScreenSpace(e.MousePosition)); placementControlPoint.Position = ToLocalSpace(result?.ScreenSpacePosition ?? ToScreenSpace(e.MousePosition)) - HitObject.Position; } } protected override void OnMouseUp(MouseUpEvent e) { if (placementControlPoint != null) { placementControlPoint = null; changeHandler?.EndChange(); } } protected override bool OnKeyDown(KeyDownEvent e) { if (!IsSelected) return false; if (e.Key == Key.F && e.ControlPressed && e.ShiftPressed) { convertToStream(); return true; } return false; } private PathControlPoint addControlPoint(Vector2 position) { position -= HitObject.Position; int insertionIndex = 0; float minDistance = float.MaxValue; for (int i = 0; i < controlPoints.Count - 1; i++) { float dist = new Line(controlPoints[i].Position, controlPoints[i + 1].Position).DistanceToPoint(position); if (dist < minDistance) { insertionIndex = i + 1; minDistance = dist; } } var pathControlPoint = new PathControlPoint { Position = position }; // Move the control points from the insertion index onwards to make room for the insertion controlPoints.Insert(insertionIndex, pathControlPoint); HitObject.SnapTo(snapProvider); return pathControlPoint; } private void removeControlPoints(List toRemove) { // Ensure that there are any points to be deleted if (toRemove.Count == 0) return; foreach (var c in toRemove) { // The first control point in the slider must have a type, so take it from the previous "first" one // Todo: Should be handled within SliderPath itself if (c == controlPoints[0] && controlPoints.Count > 1 && controlPoints[1].Type == null) controlPoints[1].Type = controlPoints[0].Type; controlPoints.Remove(c); } // Snap the slider to the current beat divisor before checking length validity. HitObject.SnapTo(snapProvider); // If there are 0 or 1 remaining control points, or the slider has an invalid length, it is in a degenerate form and should be deleted if (controlPoints.Count <= 1 || !HitObject.Path.HasValidLength) { placementHandler?.Delete(HitObject); return; } // The path will have a non-zero offset if the head is removed, but sliders don't support this behaviour since the head is positioned at the slider's position // So the slider needs to be offset by this amount instead, and all control points offset backwards such that the path is re-positioned at (0, 0) Vector2 first = controlPoints[0].Position; foreach (var c in controlPoints) c.Position -= first; HitObject.Position += first; } private void splitControlPoints(List controlPointsToSplitAt) { // Arbitrary gap in milliseconds to put between split slider pieces const double split_gap = 100; // Ensure that there are any points to be split if (controlPointsToSplitAt.Count == 0) return; editorBeatmap.SelectedHitObjects.Clear(); foreach (var splitPoint in controlPointsToSplitAt) { if (splitPoint == controlPoints[0] || splitPoint == controlPoints[^1] || splitPoint.Type is null) continue; // Split off the section of slider before this control point so the remaining control points to split are in the latter part of the slider. int index = controlPoints.IndexOf(splitPoint); if (index <= 0) continue; // Extract the split portion and remove from the original slider. var splitControlPoints = controlPoints.Take(index + 1).ToList(); controlPoints.RemoveRange(0, index); // Turn the control points which were split off into a new slider. var samplePoint = (SampleControlPoint)HitObject.SampleControlPoint.DeepClone(); var difficultyPoint = (DifficultyControlPoint)HitObject.DifficultyControlPoint.DeepClone(); var newSlider = new Slider { StartTime = HitObject.StartTime, Position = HitObject.Position + splitControlPoints[0].Position, NewCombo = HitObject.NewCombo, SampleControlPoint = samplePoint, DifficultyControlPoint = difficultyPoint, LegacyLastTickOffset = HitObject.LegacyLastTickOffset, Samples = HitObject.Samples.Select(s => s.With()).ToList(), RepeatCount = HitObject.RepeatCount, NodeSamples = HitObject.NodeSamples.Select(n => (IList)n.Select(s => s.With()).ToList()).ToList(), Path = new SliderPath(splitControlPoints.Select(o => new PathControlPoint(o.Position - splitControlPoints[0].Position, o == splitControlPoints[^1] ? null : o.Type)).ToArray()) }; // Increase the start time of the slider before adding the new slider so the new slider is immediately inserted at the correct index and internal state remains valid. HitObject.StartTime += split_gap; editorBeatmap.Add(newSlider); HitObject.NewCombo = false; HitObject.Path.ExpectedDistance.Value -= newSlider.Path.CalculatedDistance; HitObject.StartTime += newSlider.SpanDuration; // In case the remainder of the slider has no length left over, give it length anyways so we don't get a 0 length slider. if (HitObject.Path.ExpectedDistance.Value <= Precision.DOUBLE_EPSILON) { HitObject.Path.ExpectedDistance.Value = null; } } // Once all required pieces have been split off, the original slider has the final split. // As a final step, we must reset its control points to have an origin of (0,0). Vector2 first = controlPoints[0].Position; foreach (var c in controlPoints) c.Position -= first; HitObject.Position += first; } private void convertToStream() { if (editorBeatmap == null || beatDivisor == null) return; var timingPoint = editorBeatmap.ControlPointInfo.TimingPointAt(HitObject.StartTime); double streamSpacing = timingPoint.BeatLength / beatDivisor.Value; changeHandler?.BeginChange(); int i = 0; double time = HitObject.StartTime; while (!Precision.DefinitelyBigger(time, HitObject.GetEndTime(), 1)) { // positionWithRepeats is a fractional number in the range of [0, HitObject.SpanCount()] // and indicates how many fractional spans of a slider have passed up to time. double positionWithRepeats = (time - HitObject.StartTime) / HitObject.Duration * HitObject.SpanCount(); double pathPosition = positionWithRepeats - (int)positionWithRepeats; // every second span is in the reverse direction - need to reverse the path position. if (positionWithRepeats % 2 >= 1) pathPosition = 1 - pathPosition; Vector2 position = HitObject.Position + HitObject.Path.PositionAt(pathPosition); var samplePoint = (SampleControlPoint)HitObject.SampleControlPoint.DeepClone(); samplePoint.Time = time; editorBeatmap.Add(new HitCircle { StartTime = time, Position = position, NewCombo = i == 0 && HitObject.NewCombo, SampleControlPoint = samplePoint, Samples = HitObject.HeadCircle.Samples.Select(s => s.With()).ToList() }); i += 1; time = HitObject.StartTime + i * streamSpacing; } editorBeatmap.Remove(HitObject); changeHandler?.EndChange(); } public override MenuItem[] ContextMenuItems => new MenuItem[] { new OsuMenuItem("Add control point", MenuItemType.Standard, () => addControlPoint(rightClickPosition)), new OsuMenuItem("Convert to stream", MenuItemType.Destructive, convertToStream), }; // Always refer to the drawable object's slider body so subsequent movement deltas are calculated with updated positions. public override Vector2 ScreenSpaceSelectionPoint => DrawableObject.SliderBody?.ToScreenSpace(DrawableObject.SliderBody.PathOffset) ?? BodyPiece.ToScreenSpace(BodyPiece.PathStartLocation); public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => BodyPiece.ReceivePositionalInputAt(screenSpacePos) || ControlPointVisualiser?.Pieces.Any(p => p.ReceivePositionalInputAt(screenSpacePos)) == true; protected virtual SliderCircleOverlay CreateCircleOverlay(Slider slider, SliderPosition position) => new SliderCircleOverlay(slider, position); } }