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osu-lazer/osu.Game.Rulesets.Osu/Edit/OsuSelectionHandler.cs
Dean Herbert 6dcd9427ac Remove bindable usage in PathControlPoint
This is quite a breaking change, but I think it is beneficial due to the large amount of usage of this class.

I originally intended just to remove the allocations of the two delegates handling the `Changed` flow internally, but as nothing was really using the bindables for anything more than a general "point has changed" case, this felt like a better direction.
2021-08-26 12:33:53 +09:00

304 lines
12 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Utils;
using osu.Game.Extensions;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Screens.Edit.Compose.Components;
using osuTK;
namespace osu.Game.Rulesets.Osu.Edit
{
public class OsuSelectionHandler : EditorSelectionHandler
{
/// <summary>
/// During a transform, the initial origin is stored so it can be used throughout the operation.
/// </summary>
private Vector2? referenceOrigin;
/// <summary>
/// During a transform, the initial path types of a single selected slider are stored so they
/// can be maintained throughout the operation.
/// </summary>
private List<PathType?> referencePathTypes;
protected override void OnSelectionChanged()
{
base.OnSelectionChanged();
Quad quad = selectedMovableObjects.Length > 0 ? getSurroundingQuad(selectedMovableObjects) : new Quad();
SelectionBox.CanRotate = quad.Width > 0 || quad.Height > 0;
SelectionBox.CanFlipX = SelectionBox.CanScaleX = quad.Width > 0;
SelectionBox.CanFlipY = SelectionBox.CanScaleY = quad.Height > 0;
SelectionBox.CanReverse = EditorBeatmap.SelectedHitObjects.Count > 1 || EditorBeatmap.SelectedHitObjects.Any(s => s is Slider);
}
protected override void OnOperationEnded()
{
base.OnOperationEnded();
referenceOrigin = null;
referencePathTypes = null;
}
public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent)
{
var hitObjects = selectedMovableObjects;
// this will potentially move the selection out of bounds...
foreach (var h in hitObjects)
h.Position += this.ScreenSpaceDeltaToParentSpace(moveEvent.ScreenSpaceDelta);
// but this will be corrected.
moveSelectionInBounds();
return true;
}
public override bool HandleReverse()
{
var hitObjects = EditorBeatmap.SelectedHitObjects;
double endTime = hitObjects.Max(h => h.GetEndTime());
double startTime = hitObjects.Min(h => h.StartTime);
bool moreThanOneObject = hitObjects.Count > 1;
foreach (var h in hitObjects)
{
if (moreThanOneObject)
h.StartTime = endTime - (h.GetEndTime() - startTime);
if (h is Slider slider)
{
slider.Path.Reverse(out Vector2 offset);
slider.Position += offset;
}
}
return true;
}
public override bool HandleFlip(Direction direction)
{
var hitObjects = selectedMovableObjects;
var selectedObjectsQuad = getSurroundingQuad(hitObjects);
foreach (var h in hitObjects)
{
h.Position = GetFlippedPosition(direction, selectedObjectsQuad, h.Position);
if (h is Slider slider)
{
foreach (var point in slider.Path.ControlPoints)
{
point.Position = new Vector2(
(direction == Direction.Horizontal ? -1 : 1) * point.Position.X,
(direction == Direction.Vertical ? -1 : 1) * point.Position.Y
);
}
}
}
return true;
}
public override bool HandleScale(Vector2 scale, Anchor reference)
{
adjustScaleFromAnchor(ref scale, reference);
var hitObjects = selectedMovableObjects;
// for the time being, allow resizing of slider paths only if the slider is
// the only hit object selected. with a group selection, it's likely the user
// is not looking to change the duration of the slider but expand the whole pattern.
if (hitObjects.Length == 1 && hitObjects.First() is Slider slider)
scaleSlider(slider, scale);
else
scaleHitObjects(hitObjects, reference, scale);
moveSelectionInBounds();
return true;
}
private static void adjustScaleFromAnchor(ref Vector2 scale, Anchor reference)
{
// cancel out scale in axes we don't care about (based on which drag handle was used).
if ((reference & Anchor.x1) > 0) scale.X = 0;
if ((reference & Anchor.y1) > 0) scale.Y = 0;
// reverse the scale direction if dragging from top or left.
if ((reference & Anchor.x0) > 0) scale.X = -scale.X;
if ((reference & Anchor.y0) > 0) scale.Y = -scale.Y;
}
public override bool HandleRotation(float delta)
{
var hitObjects = selectedMovableObjects;
Quad quad = getSurroundingQuad(hitObjects);
referenceOrigin ??= quad.Centre;
foreach (var h in hitObjects)
{
h.Position = RotatePointAroundOrigin(h.Position, referenceOrigin.Value, delta);
if (h is IHasPath path)
{
foreach (var point in path.Path.ControlPoints)
point.Position = RotatePointAroundOrigin(point.Position, Vector2.Zero, delta);
}
}
// this isn't always the case but let's be lenient for now.
return true;
}
private void scaleSlider(Slider slider, Vector2 scale)
{
referencePathTypes ??= slider.Path.ControlPoints.Select(p => p.Type).ToList();
Quad sliderQuad = GetSurroundingQuad(slider.Path.ControlPoints.Select(p => p.Position));
// Limit minimum distance between control points after scaling to almost 0. Less than 0 causes the slider to flip, exactly 0 causes a crash through division by 0.
scale = Vector2.ComponentMax(new Vector2(Precision.FLOAT_EPSILON), sliderQuad.Size + scale) - sliderQuad.Size;
Vector2 pathRelativeDeltaScale = new Vector2(
sliderQuad.Width == 0 ? 0 : 1 + scale.X / sliderQuad.Width,
sliderQuad.Height == 0 ? 0 : 1 + scale.Y / sliderQuad.Height);
Queue<Vector2> oldControlPoints = new Queue<Vector2>();
foreach (var point in slider.Path.ControlPoints)
{
oldControlPoints.Enqueue(point.Position);
point.Position *= pathRelativeDeltaScale;
}
// Maintain the path types in case they were defaulted to bezier at some point during scaling
for (int i = 0; i < slider.Path.ControlPoints.Count; ++i)
slider.Path.ControlPoints[i].Type = referencePathTypes[i];
//if sliderhead or sliderend end up outside playfield, revert scaling.
Quad scaledQuad = getSurroundingQuad(new OsuHitObject[] { slider });
(bool xInBounds, bool yInBounds) = isQuadInBounds(scaledQuad);
if (xInBounds && yInBounds && slider.Path.HasValidLength)
return;
foreach (var point in slider.Path.ControlPoints)
point.Position = oldControlPoints.Dequeue();
}
private void scaleHitObjects(OsuHitObject[] hitObjects, Anchor reference, Vector2 scale)
{
scale = getClampedScale(hitObjects, reference, scale);
Quad selectionQuad = getSurroundingQuad(hitObjects);
foreach (var h in hitObjects)
h.Position = GetScaledPosition(reference, scale, selectionQuad, h.Position);
}
private (bool X, bool Y) isQuadInBounds(Quad quad)
{
bool xInBounds = (quad.TopLeft.X >= 0) && (quad.BottomRight.X <= DrawWidth);
bool yInBounds = (quad.TopLeft.Y >= 0) && (quad.BottomRight.Y <= DrawHeight);
return (xInBounds, yInBounds);
}
private void moveSelectionInBounds()
{
var hitObjects = selectedMovableObjects;
Quad quad = getSurroundingQuad(hitObjects);
Vector2 delta = Vector2.Zero;
if (quad.TopLeft.X < 0)
delta.X -= quad.TopLeft.X;
if (quad.TopLeft.Y < 0)
delta.Y -= quad.TopLeft.Y;
if (quad.BottomRight.X > DrawWidth)
delta.X -= quad.BottomRight.X - DrawWidth;
if (quad.BottomRight.Y > DrawHeight)
delta.Y -= quad.BottomRight.Y - DrawHeight;
foreach (var h in hitObjects)
h.Position += delta;
}
/// <summary>
/// Clamp scale for multi-object-scaling where selection does not exceed playfield bounds or flip.
/// </summary>
/// <param name="hitObjects">The hitobjects to be scaled</param>
/// <param name="reference">The anchor from which the scale operation is performed</param>
/// <param name="scale">The scale to be clamped</param>
/// <returns>The clamped scale vector</returns>
private Vector2 getClampedScale(OsuHitObject[] hitObjects, Anchor reference, Vector2 scale)
{
float xOffset = ((reference & Anchor.x0) > 0) ? -scale.X : 0;
float yOffset = ((reference & Anchor.y0) > 0) ? -scale.Y : 0;
Quad selectionQuad = getSurroundingQuad(hitObjects);
//todo: this is not always correct for selections involving sliders. This approximation assumes each point is scaled independently, but sliderends move with the sliderhead.
Quad scaledQuad = new Quad(selectionQuad.TopLeft.X + xOffset, selectionQuad.TopLeft.Y + yOffset, selectionQuad.Width + scale.X, selectionQuad.Height + scale.Y);
//max Size -> playfield bounds
if (scaledQuad.TopLeft.X < 0)
scale.X += scaledQuad.TopLeft.X;
if (scaledQuad.TopLeft.Y < 0)
scale.Y += scaledQuad.TopLeft.Y;
if (scaledQuad.BottomRight.X > DrawWidth)
scale.X -= scaledQuad.BottomRight.X - DrawWidth;
if (scaledQuad.BottomRight.Y > DrawHeight)
scale.Y -= scaledQuad.BottomRight.Y - DrawHeight;
//min Size -> almost 0. Less than 0 causes the quad to flip, exactly 0 causes scaling to get stuck at minimum scale.
Vector2 scaledSize = selectionQuad.Size + scale;
Vector2 minSize = new Vector2(Precision.FLOAT_EPSILON);
scale = Vector2.ComponentMax(minSize, scaledSize) - selectionQuad.Size;
return scale;
}
/// <summary>
/// Returns a gamefield-space quad surrounding the provided hit objects.
/// </summary>
/// <param name="hitObjects">The hit objects to calculate a quad for.</param>
private Quad getSurroundingQuad(OsuHitObject[] hitObjects) =>
GetSurroundingQuad(hitObjects.SelectMany(h =>
{
if (h is IHasPath path)
{
return new[]
{
h.Position,
// can't use EndPosition for reverse slider cases.
h.Position + path.Path.PositionAt(1)
};
}
return new[] { h.Position };
}));
/// <summary>
/// All osu! hitobjects which can be moved/rotated/scaled.
/// </summary>
private OsuHitObject[] selectedMovableObjects => SelectedItems.OfType<OsuHitObject>()
.Where(h => !(h is Spinner))
.ToArray();
}
}