mirror of
https://github.com/ppy/osu.git
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c09f6ee052
Previously the slider path length would be snapped using the current beat snap setting on *every* change of the slider path. As it turns out this is unexpected behaviour in some situations (e.g. when reversing a path, which is expected to preserve the previous duration, even though the slider may be technically "unsnapped" at that point in time due to a different beat snap setting being selected afterwards).
367 lines
14 KiB
C#
367 lines
14 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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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 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.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.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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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Screens.Edit;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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{
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public class PathControlPointVisualiser : CompositeDrawable, IKeyBindingHandler<PlatformAction>, IHasContextMenu
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{
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true; // allow context menu to appear outside of the playfield.
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internal readonly Container<PathControlPointPiece> Pieces;
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internal readonly Container<PathControlPointConnectionPiece> Connections;
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private readonly IBindableList<PathControlPoint> controlPoints = new BindableList<PathControlPoint>();
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private readonly Slider slider;
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private readonly bool allowSelection;
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private InputManager inputManager;
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public Action<List<PathControlPoint>> RemoveControlPointsRequested;
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[Resolved(CanBeNull = true)]
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private IPositionSnapProvider snapProvider { get; set; }
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public PathControlPointVisualiser(Slider slider, bool allowSelection)
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{
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this.slider = slider;
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this.allowSelection = allowSelection;
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RelativeSizeAxes = Axes.Both;
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InternalChildren = new Drawable[]
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{
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Connections = new Container<PathControlPointConnectionPiece> { RelativeSizeAxes = Axes.Both },
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Pieces = new Container<PathControlPointPiece> { RelativeSizeAxes = Axes.Both }
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};
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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inputManager = GetContainingInputManager();
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controlPoints.CollectionChanged += onControlPointsChanged;
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controlPoints.BindTo(slider.Path.ControlPoints);
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}
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/// <summary>
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/// Selects the <see cref="PathControlPointPiece"/> corresponding to the given <paramref name="pathControlPoint"/>,
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/// and deselects all other <see cref="PathControlPointPiece"/>s.
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/// </summary>
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public void SetSelectionTo(PathControlPoint pathControlPoint)
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{
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foreach (var p in Pieces)
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p.IsSelected.Value = p.ControlPoint == pathControlPoint;
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}
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/// <summary>
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/// Delete all visually selected <see cref="PathControlPoint"/>s.
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/// </summary>
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/// <returns></returns>
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public bool DeleteSelected()
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{
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List<PathControlPoint> toRemove = Pieces.Where(p => p.IsSelected.Value).Select(p => p.ControlPoint).ToList();
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// Ensure that there are any points to be deleted
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if (toRemove.Count == 0)
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return false;
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changeHandler?.BeginChange();
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RemoveControlPointsRequested?.Invoke(toRemove);
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changeHandler?.EndChange();
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// Since pieces are re-used, they will not point to the deleted control points while remaining selected
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foreach (var piece in Pieces)
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piece.IsSelected.Value = false;
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return true;
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}
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private void onControlPointsChanged(object sender, NotifyCollectionChangedEventArgs e)
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{
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switch (e.Action)
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{
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case NotifyCollectionChangedAction.Add:
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// If inserting in the path (not appending),
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// update indices of existing connections after insert location
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if (e.NewStartingIndex < Pieces.Count)
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{
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foreach (var connection in Connections)
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{
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if (connection.ControlPointIndex >= e.NewStartingIndex)
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connection.ControlPointIndex += e.NewItems.Count;
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}
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}
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for (int i = 0; i < e.NewItems.Count; i++)
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{
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var point = (PathControlPoint)e.NewItems[i];
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Pieces.Add(new PathControlPointPiece(slider, point).With(d =>
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{
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if (allowSelection)
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d.RequestSelection = selectionRequested;
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d.DragStarted = dragStarted;
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d.DragInProgress = dragInProgress;
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d.DragEnded = dragEnded;
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}));
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Connections.Add(new PathControlPointConnectionPiece(slider, e.NewStartingIndex + i));
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}
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break;
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case NotifyCollectionChangedAction.Remove:
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foreach (var point in e.OldItems.Cast<PathControlPoint>())
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{
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Pieces.RemoveAll(p => p.ControlPoint == point);
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Connections.RemoveAll(c => c.ControlPoint == point);
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}
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// If removing before the end of the path,
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// update indices of connections after remove location
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if (e.OldStartingIndex < Pieces.Count)
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{
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foreach (var connection in Connections)
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{
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if (connection.ControlPointIndex >= e.OldStartingIndex)
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connection.ControlPointIndex -= e.OldItems.Count;
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}
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}
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break;
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}
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}
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protected override bool OnClick(ClickEvent e)
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{
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if (Pieces.Any(piece => piece.IsHovered))
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return false;
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foreach (var piece in Pieces)
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{
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piece.IsSelected.Value = false;
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}
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return false;
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}
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public bool OnPressed(KeyBindingPressEvent<PlatformAction> e)
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{
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switch (e.Action)
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{
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case PlatformAction.Delete:
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return DeleteSelected();
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<PlatformAction> e)
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{
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}
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private void selectionRequested(PathControlPointPiece piece, MouseButtonEvent e)
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{
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if (e.Button == MouseButton.Left && inputManager.CurrentState.Keyboard.ControlPressed)
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piece.IsSelected.Toggle();
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else
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SetSelectionTo(piece.ControlPoint);
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}
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/// <summary>
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/// Attempts to set the given control point piece to the given path type.
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/// If that would fail, try to change the path such that it instead succeeds
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/// in a UX-friendly way.
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/// </summary>
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/// <param name="piece">The control point piece that we want to change the path type of.</param>
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/// <param name="type">The path type we want to assign to the given control point piece.</param>
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private void updatePathType(PathControlPointPiece piece, PathType? type)
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{
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int indexInSegment = piece.PointsInSegment.IndexOf(piece.ControlPoint);
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switch (type)
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{
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case PathType.PerfectCurve:
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// Can't always create a circular arc out of 4 or more points,
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// so we split the segment into one 3-point circular arc segment
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// and one segment of the previous type.
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int thirdPointIndex = indexInSegment + 2;
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if (piece.PointsInSegment.Count > thirdPointIndex + 1)
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piece.PointsInSegment[thirdPointIndex].Type = piece.PointsInSegment[0].Type;
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break;
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}
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piece.ControlPoint.Type = type;
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}
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[Resolved(CanBeNull = true)]
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private IEditorChangeHandler changeHandler { get; set; }
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#region Drag handling
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private Vector2[] dragStartPositions;
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private PathType?[] dragPathTypes;
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private int draggedControlPointIndex;
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private HashSet<PathControlPoint> selectedControlPoints;
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private void dragStarted(PathControlPoint controlPoint)
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{
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dragStartPositions = slider.Path.ControlPoints.Select(point => point.Position).ToArray();
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dragPathTypes = slider.Path.ControlPoints.Select(point => point.Type).ToArray();
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draggedControlPointIndex = slider.Path.ControlPoints.IndexOf(controlPoint);
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selectedControlPoints = new HashSet<PathControlPoint>(Pieces.Where(piece => piece.IsSelected.Value).Select(piece => piece.ControlPoint));
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Debug.Assert(draggedControlPointIndex >= 0);
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changeHandler?.BeginChange();
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}
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private void dragInProgress(DragEvent e)
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{
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Vector2[] oldControlPoints = slider.Path.ControlPoints.Select(cp => cp.Position).ToArray();
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var oldPosition = slider.Position;
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double oldStartTime = slider.StartTime;
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if (selectedControlPoints.Contains(slider.Path.ControlPoints[0]))
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{
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// Special handling for selections containing head control point - the position of the slider changes which means the snapped position and time have to be taken into account
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Vector2 newHeadPosition = Parent.ToScreenSpace(e.MousePosition + (dragStartPositions[0] - dragStartPositions[draggedControlPointIndex]));
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var result = snapProvider?.SnapScreenSpacePositionToValidTime(newHeadPosition);
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Vector2 movementDelta = Parent.ToLocalSpace(result?.ScreenSpacePosition ?? newHeadPosition) - slider.Position;
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slider.Position += movementDelta;
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slider.StartTime = result?.Time ?? slider.StartTime;
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for (int i = 1; i < slider.Path.ControlPoints.Count; i++)
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{
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var controlPoint = slider.Path.ControlPoints[i];
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// Since control points are relative to the position of the slider, all points that are _not_ selected
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// need to be offset _back_ by the delta corresponding to the movement of the head point.
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// All other selected control points (if any) will move together with the head point
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// (and so they will not move at all, relative to each other).
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if (!selectedControlPoints.Contains(controlPoint))
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controlPoint.Position -= movementDelta;
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}
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}
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else
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{
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for (int i = 0; i < controlPoints.Count; ++i)
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{
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var controlPoint = controlPoints[i];
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if (selectedControlPoints.Contains(controlPoint))
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controlPoint.Position = dragStartPositions[i] + (e.MousePosition - e.MouseDownPosition);
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}
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}
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// Snap the path to the current beat divisor before checking length validity.
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slider.SnapTo(snapProvider);
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if (!slider.Path.HasValidLength)
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{
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for (int i = 0; i < slider.Path.ControlPoints.Count; i++)
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slider.Path.ControlPoints[i].Position = oldControlPoints[i];
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slider.Position = oldPosition;
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slider.StartTime = oldStartTime;
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// Snap the path length again to undo the invalid length.
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slider.SnapTo(snapProvider);
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return;
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}
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// Maintain the path types in case they got defaulted to bezier at some point during the drag.
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for (int i = 0; i < slider.Path.ControlPoints.Count; i++)
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slider.Path.ControlPoints[i].Type = dragPathTypes[i];
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}
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private void dragEnded() => changeHandler?.EndChange();
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#endregion
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public MenuItem[] ContextMenuItems
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{
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get
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{
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if (!Pieces.Any(p => p.IsHovered))
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return null;
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var selectedPieces = Pieces.Where(p => p.IsSelected.Value).ToList();
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int count = selectedPieces.Count;
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if (count == 0)
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return null;
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List<MenuItem> items = new List<MenuItem>();
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if (!selectedPieces.Contains(Pieces[0]))
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items.Add(createMenuItemForPathType(null));
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// todo: hide/disable items which aren't valid for selected points
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items.Add(createMenuItemForPathType(PathType.Linear));
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items.Add(createMenuItemForPathType(PathType.PerfectCurve));
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items.Add(createMenuItemForPathType(PathType.Bezier));
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items.Add(createMenuItemForPathType(PathType.Catmull));
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return new MenuItem[]
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{
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new OsuMenuItem($"Delete {"control point".ToQuantity(count, count > 1 ? ShowQuantityAs.Numeric : ShowQuantityAs.None)}", MenuItemType.Destructive, () => DeleteSelected()),
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new OsuMenuItem("Curve type")
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{
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Items = items
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}
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};
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}
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}
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private MenuItem createMenuItemForPathType(PathType? type)
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{
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int totalCount = Pieces.Count(p => p.IsSelected.Value);
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int countOfState = Pieces.Where(p => p.IsSelected.Value).Count(p => p.ControlPoint.Type == type);
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var item = new TernaryStateRadioMenuItem(type == null ? "Inherit" : type.ToString().Humanize(), MenuItemType.Standard, _ =>
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{
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foreach (var p in Pieces.Where(p => p.IsSelected.Value))
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updatePathType(p, type);
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});
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if (countOfState == totalCount)
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item.State.Value = TernaryState.True;
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else if (countOfState > 0)
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item.State.Value = TernaryState.Indeterminate;
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else
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item.State.Value = TernaryState.False;
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return item;
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}
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}
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}
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