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Until now, the implementation of the overrides in `SelectionBlueprint` have been confusing to the point where I would just implement by trial-and-error (or copying from an existing implementation). This was due to a combination of using "object" space coordinates (ie. the thing the `Blueprint` is operating on) and screen-space coordinates. This change switches all event related coordinates to screen-space, which is how we already handle rotation/scale operations. With the introduction of other editor types where the related objects are drawables, this also makes a lot more sense.
68 lines
2.3 KiB
C#
68 lines
2.3 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.Linq;
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using osu.Framework.Allocation;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.Edit.Blueprints;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Screens.Edit.Compose.Components;
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namespace osu.Game.Rulesets.Mania.Edit
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{
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public class ManiaSelectionHandler : EditorSelectionHandler
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{
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[Resolved]
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private IScrollingInfo scrollingInfo { get; set; }
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[Resolved]
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private HitObjectComposer composer { get; set; }
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public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent)
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{
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var maniaBlueprint = (ManiaSelectionBlueprint)moveEvent.Blueprint;
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int lastColumn = maniaBlueprint.DrawableObject.HitObject.Column;
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performColumnMovement(lastColumn, moveEvent);
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return true;
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}
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private void performColumnMovement(int lastColumn, MoveSelectionEvent<HitObject> moveEvent)
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{
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var maniaPlayfield = ((ManiaHitObjectComposer)composer).Playfield;
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var currentColumn = maniaPlayfield.GetColumnByPosition(moveEvent.Blueprint.ScreenSpaceSelectionPoint + moveEvent.ScreenSpaceDelta);
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if (currentColumn == null)
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return;
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int columnDelta = currentColumn.Index - lastColumn;
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if (columnDelta == 0)
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return;
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int minColumn = int.MaxValue;
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int maxColumn = int.MinValue;
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// find min/max in an initial pass before actually performing the movement.
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foreach (var obj in EditorBeatmap.SelectedHitObjects.OfType<ManiaHitObject>())
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{
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if (obj.Column < minColumn)
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minColumn = obj.Column;
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if (obj.Column > maxColumn)
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maxColumn = obj.Column;
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}
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columnDelta = Math.Clamp(columnDelta, -minColumn, maniaPlayfield.TotalColumns - 1 - maxColumn);
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EditorBeatmap.PerformOnSelection(h =>
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{
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if (h is ManiaHitObject maniaObj)
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maniaObj.Column += columnDelta;
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});
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}
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}
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}
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