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osu-lazer/osu.Game.Rulesets.Catch/Edit/CatchSelectionHandler.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

142 lines
5.6 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;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.UI;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Screens.Edit.Compose.Components;
using osuTK;
using Direction = osu.Framework.Graphics.Direction;
namespace osu.Game.Rulesets.Catch.Edit
{
public class CatchSelectionHandler : EditorSelectionHandler
{
protected ScrollingHitObjectContainer HitObjectContainer => (ScrollingHitObjectContainer)playfield.HitObjectContainer;
[Resolved]
private Playfield playfield { get; set; }
public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent)
{
var blueprint = moveEvent.Blueprint;
Vector2 originalPosition = HitObjectContainer.ToLocalSpace(blueprint.ScreenSpaceSelectionPoint);
Vector2 targetPosition = HitObjectContainer.ToLocalSpace(blueprint.ScreenSpaceSelectionPoint + moveEvent.ScreenSpaceDelta);
float deltaX = targetPosition.X - originalPosition.X;
deltaX = limitMovement(deltaX, SelectedItems);
if (deltaX == 0)
{
// Even if there is no positional change, there may be a time change.
return true;
}
EditorBeatmap.PerformOnSelection(h =>
{
if (!(h is CatchHitObject catchObject)) return;
catchObject.OriginalX += deltaX;
// Move the nested hit objects to give an instant result before nested objects are recreated.
foreach (var nested in catchObject.NestedHitObjects.OfType<CatchHitObject>())
nested.OriginalX += deltaX;
});
return true;
}
public override bool HandleFlip(Direction direction)
{
var selectionRange = CatchHitObjectUtils.GetPositionRange(SelectedItems);
bool changed = false;
EditorBeatmap.PerformOnSelection(h =>
{
if (h is CatchHitObject catchObject)
changed |= handleFlip(selectionRange, catchObject);
});
return changed;
}
public override bool HandleReverse()
{
double selectionStartTime = SelectedItems.Min(h => h.StartTime);
double selectionEndTime = SelectedItems.Max(h => h.GetEndTime());
EditorBeatmap.PerformOnSelection(hitObject =>
{
hitObject.StartTime = selectionEndTime - (hitObject.GetEndTime() - selectionStartTime);
if (hitObject is JuiceStream juiceStream)
{
juiceStream.Path.Reverse(out Vector2 positionalOffset);
juiceStream.OriginalX += positionalOffset.X;
juiceStream.LegacyConvertedY += positionalOffset.Y;
EditorBeatmap.Update(juiceStream);
}
});
return true;
}
protected override void OnSelectionChanged()
{
base.OnSelectionChanged();
var selectionRange = CatchHitObjectUtils.GetPositionRange(SelectedItems);
SelectionBox.CanFlipX = selectionRange.Length > 0 && SelectedItems.Any(h => h is CatchHitObject && !(h is BananaShower));
SelectionBox.CanReverse = SelectedItems.Count > 1 || SelectedItems.Any(h => h is JuiceStream);
}
/// <summary>
/// Limit positional movement of the objects by the constraint that moved objects should stay in bounds.
/// </summary>
/// <param name="deltaX">The positional movement.</param>
/// <param name="movingObjects">The objects to be moved.</param>
/// <returns>The positional movement with the restriction applied.</returns>
private float limitMovement(float deltaX, IEnumerable<HitObject> movingObjects)
{
var range = CatchHitObjectUtils.GetPositionRange(movingObjects);
// To make an object with position `x` stay in bounds after `deltaX` movement, `0 <= x + deltaX <= WIDTH` should be satisfied.
// Subtracting `x`, we get `-x <= deltaX <= WIDTH - x`.
// We only need to apply the inequality to extreme values of `x`.
float lowerBound = -range.Min;
float upperBound = CatchPlayfield.WIDTH - range.Max;
// The inequality may be unsatisfiable if the objects were already out of bounds.
// In that case, don't move objects at all.
if (lowerBound > upperBound)
return 0;
return Math.Clamp(deltaX, lowerBound, upperBound);
}
private bool handleFlip(PositionRange selectionRange, CatchHitObject hitObject)
{
switch (hitObject)
{
case BananaShower _:
return false;
case JuiceStream juiceStream:
juiceStream.OriginalX = selectionRange.GetFlippedPosition(juiceStream.OriginalX);
foreach (var point in juiceStream.Path.ControlPoints)
point.Position *= new Vector2(-1, 1);
EditorBeatmap.Update(juiceStream);
return true;
default:
hitObject.OriginalX = selectionRange.GetFlippedPosition(hitObject.OriginalX);
return true;
}
}
}
}