mirror of
https://github.com/ppy/osu.git
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3e34b2d37e
Being able to flip doesn't really feel all that good and `master` was already clamping, so let's just bring that back for now. Flipping can be reconsidered in a follow-up if it actually can be made to behave well.
223 lines
9.9 KiB
C#
223 lines
9.9 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.Diagnostics;
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using System.Linq;
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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.Primitives;
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using osu.Framework.Logging;
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using osu.Framework.Utils;
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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.Rulesets.Osu.UI;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Compose.Components;
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using osu.Game.Utils;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Edit
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{
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public partial class OsuSelectionScaleHandler : SelectionScaleHandler
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{
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[Resolved]
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private IEditorChangeHandler? changeHandler { get; set; }
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[Resolved(CanBeNull = true)]
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private IDistanceSnapProvider? snapProvider { get; set; }
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private BindableList<HitObject> selectedItems { get; } = new BindableList<HitObject>();
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[BackgroundDependencyLoader]
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private void load(EditorBeatmap editorBeatmap)
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{
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selectedItems.BindTo(editorBeatmap.SelectedHitObjects);
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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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selectedItems.CollectionChanged += (_, __) => updateState();
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updateState();
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}
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private void updateState()
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{
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var quad = GeometryUtils.GetSurroundingQuad(selectedMovableObjects);
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CanScaleX.Value = quad.Width > 0;
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CanScaleY.Value = quad.Height > 0;
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CanScaleDiagonally.Value = CanScaleX.Value && CanScaleY.Value;
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}
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private Dictionary<OsuHitObject, OriginalHitObjectState>? objectsInScale;
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private Vector2? defaultOrigin;
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public override void Begin()
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{
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if (objectsInScale != null)
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throw new InvalidOperationException($"Cannot {nameof(Begin)} a scale operation while another is in progress!");
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changeHandler?.BeginChange();
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objectsInScale = selectedMovableObjects.ToDictionary(ho => ho, ho => new OriginalHitObjectState(ho));
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OriginalSurroundingQuad = objectsInScale.Count == 1 && objectsInScale.First().Key is Slider slider
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? GeometryUtils.GetSurroundingQuad(slider.Path.ControlPoints.Select(p => p.Position))
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: GeometryUtils.GetSurroundingQuad(objectsInScale.Keys);
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defaultOrigin = OriginalSurroundingQuad.Value.Centre;
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}
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public override void Update(Vector2 scale, Vector2? origin = null, Axes adjustAxis = Axes.Both)
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{
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if (objectsInScale == null)
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throw new InvalidOperationException($"Cannot {nameof(Update)} a scale operation without calling {nameof(Begin)} first!");
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Debug.Assert(defaultOrigin != null && OriginalSurroundingQuad != null);
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Vector2 actualOrigin = origin ?? defaultOrigin.Value;
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// for the time being, allow resizing of slider paths only if the slider is
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// the only hit object selected. with a group selection, it's likely the user
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// is not looking to change the duration of the slider but expand the whole pattern.
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if (objectsInScale.Count == 1 && objectsInScale.First().Key is Slider slider)
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{
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var originalInfo = objectsInScale[slider];
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Debug.Assert(originalInfo.PathControlPointPositions != null && originalInfo.PathControlPointTypes != null);
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scaleSlider(slider, scale, originalInfo.PathControlPointPositions, originalInfo.PathControlPointTypes);
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}
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else
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{
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scale = getClampedScale(OriginalSurroundingQuad.Value, actualOrigin, scale);
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foreach (var (ho, originalState) in objectsInScale)
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{
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ho.Position = GeometryUtils.GetScaledPosition(scale, actualOrigin, originalState.Position);
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}
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}
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moveSelectionInBounds();
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}
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public override void Commit()
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{
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if (objectsInScale == null)
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throw new InvalidOperationException($"Cannot {nameof(Commit)} a rotate operation without calling {nameof(Begin)} first!");
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changeHandler?.EndChange();
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objectsInScale = null;
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OriginalSurroundingQuad = null;
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defaultOrigin = null;
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}
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private IEnumerable<OsuHitObject> selectedMovableObjects => selectedItems.Cast<OsuHitObject>()
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.Where(h => h is not Spinner);
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private void scaleSlider(Slider slider, Vector2 scale, Vector2[] originalPathPositions, PathType?[] originalPathTypes)
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{
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scale = Vector2.ComponentMax(scale, new Vector2(Precision.FLOAT_EPSILON));
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// Maintain the path types in case they were defaulted to bezier at some point during scaling
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for (int i = 0; i < slider.Path.ControlPoints.Count; i++)
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{
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slider.Path.ControlPoints[i].Position = originalPathPositions[i] * scale;
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slider.Path.ControlPoints[i].Type = originalPathTypes[i];
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}
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// Snap the slider's length to the current beat divisor
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// to calculate the final resulting duration / bounding box before the final checks.
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slider.SnapTo(snapProvider);
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//if sliderhead or sliderend end up outside playfield, revert scaling.
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Quad scaledQuad = GeometryUtils.GetSurroundingQuad(new OsuHitObject[] { slider });
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(bool xInBounds, bool yInBounds) = isQuadInBounds(scaledQuad);
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if (xInBounds && yInBounds && slider.Path.HasValidLength)
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return;
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for (int i = 0; i < slider.Path.ControlPoints.Count; i++)
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slider.Path.ControlPoints[i].Position = originalPathPositions[i];
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// Snap the slider's length again to undo the potentially-invalid length applied by the previous snap.
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slider.SnapTo(snapProvider);
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}
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private (bool X, bool Y) isQuadInBounds(Quad quad)
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{
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bool xInBounds = (quad.TopLeft.X >= 0) && (quad.BottomRight.X <= OsuPlayfield.BASE_SIZE.X);
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bool yInBounds = (quad.TopLeft.Y >= 0) && (quad.BottomRight.Y <= OsuPlayfield.BASE_SIZE.Y);
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return (xInBounds, yInBounds);
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}
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/// <summary>
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/// Clamp scale for multi-object-scaling where selection does not exceed playfield bounds or flip.
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/// </summary>
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/// <param name="selectionQuad">The quad surrounding the hitobjects</param>
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/// <param name="origin">The origin from which the scale operation is performed</param>
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/// <param name="scale">The scale to be clamped</param>
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/// <returns>The clamped scale vector</returns>
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private Vector2 getClampedScale(Quad selectionQuad, Vector2 origin, Vector2 scale)
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{
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//todo: this is not always correct for selections involving sliders. This approximation assumes each point is scaled independently, but sliderends move with the sliderhead.
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var tl1 = Vector2.Divide(-origin, selectionQuad.TopLeft - origin);
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var tl2 = Vector2.Divide(OsuPlayfield.BASE_SIZE - origin, selectionQuad.TopLeft - origin);
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var br1 = Vector2.Divide(-origin, selectionQuad.BottomRight - origin);
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var br2 = Vector2.Divide(OsuPlayfield.BASE_SIZE - origin, selectionQuad.BottomRight - origin);
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if (!Precision.AlmostEquals(selectionQuad.TopLeft.X - origin.X, 0))
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scale.X = selectionQuad.TopLeft.X - origin.X < 0 ? MathHelper.Clamp(scale.X, tl2.X, tl1.X) : MathHelper.Clamp(scale.X, tl1.X, tl2.X);
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if (!Precision.AlmostEquals(selectionQuad.TopLeft.Y - origin.Y, 0))
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scale.Y = selectionQuad.TopLeft.Y - origin.Y < 0 ? MathHelper.Clamp(scale.Y, tl2.Y, tl1.Y) : MathHelper.Clamp(scale.Y, tl1.Y, tl2.Y);
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if (!Precision.AlmostEquals(selectionQuad.BottomRight.X - origin.X, 0))
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scale.X = selectionQuad.BottomRight.X - origin.X < 0 ? MathHelper.Clamp(scale.X, br2.X, br1.X) : MathHelper.Clamp(scale.X, br1.X, br2.X);
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if (!Precision.AlmostEquals(selectionQuad.BottomRight.Y - origin.Y, 0))
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scale.Y = selectionQuad.BottomRight.Y - origin.Y < 0 ? MathHelper.Clamp(scale.Y, br2.Y, br1.Y) : MathHelper.Clamp(scale.Y, br1.Y, br2.Y);
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Logger.Log($"scale = {scale}");
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return Vector2.ComponentMax(scale, new Vector2(Precision.FLOAT_EPSILON));
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}
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private void moveSelectionInBounds()
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{
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Quad quad = GeometryUtils.GetSurroundingQuad(objectsInScale!.Keys);
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Vector2 delta = Vector2.Zero;
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if (quad.TopLeft.X < 0)
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delta.X -= quad.TopLeft.X;
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if (quad.TopLeft.Y < 0)
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delta.Y -= quad.TopLeft.Y;
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if (quad.BottomRight.X > OsuPlayfield.BASE_SIZE.X)
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delta.X -= quad.BottomRight.X - OsuPlayfield.BASE_SIZE.X;
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if (quad.BottomRight.Y > OsuPlayfield.BASE_SIZE.Y)
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delta.Y -= quad.BottomRight.Y - OsuPlayfield.BASE_SIZE.Y;
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foreach (var (h, _) in objectsInScale!)
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h.Position += delta;
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}
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private struct OriginalHitObjectState
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{
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public Vector2 Position { get; }
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public Vector2[]? PathControlPointPositions { get; }
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public PathType?[]? PathControlPointTypes { get; }
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public OriginalHitObjectState(OsuHitObject hitObject)
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{
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Position = hitObject.Position;
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PathControlPointPositions = (hitObject as IHasPath)?.Path.ControlPoints.Select(p => p.Position).ToArray();
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PathControlPointTypes = (hitObject as IHasPath)?.Path.ControlPoints.Select(p => p.Type).ToArray();
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}
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}
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}
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}
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