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bd3386e770
A different UX than not fixing vertices.
50 lines
1.7 KiB
C#
50 lines
1.7 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 osu.Game.Rulesets.Catch.Objects;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
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{
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public class PlacementEditablePath : EditablePath
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{
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/// <summary>
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/// The original position of the last added vertex.
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/// This is not same as the last vertex of the current path because the vertex ordering can change.
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/// </summary>
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private JuiceStreamPathVertex lastVertex;
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public PlacementEditablePath(Func<float, double> positionToDistance)
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: base(positionToDistance)
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{
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}
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public void AddNewVertex()
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{
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var endVertex = Vertices[^1];
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int index = AddVertex(endVertex.Distance, endVertex.X);
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for (int i = 0; i < VertexCount; i++)
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{
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VertexStates[i].IsSelected = i == index;
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VertexStates[i].IsFixed = i != index;
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VertexStates[i].VertexBeforeChange = Vertices[i];
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}
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lastVertex = Vertices[index];
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}
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/// <summary>
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/// Move the vertex added by <see cref="AddNewVertex"/> in the last time.
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/// </summary>
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public void MoveLastVertex(Vector2 screenSpacePosition)
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{
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Vector2 position = ToRelativePosition(screenSpacePosition);
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double distanceDelta = PositionToDistance(position.Y) - lastVertex.Distance;
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float xDelta = position.X - lastVertex.X;
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MoveSelectedVertices(distanceDelta, xDelta);
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}
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}
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}
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