mirror of https://github.com/ppy/osu
Ensure selection is preserved when moving selection between columns
Closes https://github.com/ppy/osu/issues/29793. I believe that the sequence of events that makes this happens is as follows: - User selects a range of objects. Some of those objects are off-screen, and thus would be presumed to be not alive - except the blueprint container forces them to remain alive, because they're part of the selection. - User moves the selection to another column, which is implemented by temporarily removing the objects from the playfield, changing their column, and re-adding them. This sort of pattern is supposed to kick off the `HitObjectUsageTransferred` flow in `HitObjectUsageEventBuffer` - and it does... for objects that are *currently visible on screen* and thus would be alive regardless of `SetKeepAlive()`. However, this does not hold for objects that are off-screen - nothing ensures they are kept alive again after re-adding, and thus they inadvertently become dead. - Thus, this doesn't kick off the `BlueprintContainer` flows associated with transferring objects to another column, and instead fires the removal flows, which ensure that the off-screen objects that were being moved are instead deselected. I tried a few other options but found no better resolution than this - calling `SetKeepAlive()` directly would require making it public, which seems like a bad idea. There's really no good way to generically handle this either, because it is the ruleset that decides that its way of implementing this operation will be a removal and re-add of objects, so...
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@ -104,8 +104,10 @@ private void performColumnMovement(int lastColumn, MoveSelectionEvent<HitObject>
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int minColumn = int.MaxValue;
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int maxColumn = int.MinValue;
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var selectedObjects = EditorBeatmap.SelectedHitObjects.OfType<ManiaHitObject>().ToArray();
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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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foreach (var obj in selectedObjects)
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{
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if (obj.Column < minColumn)
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minColumn = obj.Column;
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@ -121,6 +123,13 @@ private void performColumnMovement(int lastColumn, MoveSelectionEvent<HitObject>
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((ManiaHitObject)h).Column += columnDelta;
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maniaPlayfield.Add(h);
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});
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// `HitObjectUsageEventBuffer`'s usage transferal flows and the playfield's `SetKeepAlive()` functionality do not combine well with this operation's usage pattern,
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// leading to selections being sometimes partially dropped if some of the objects being moved are off screen
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// (check blame for detailed explanation).
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// thus, ensure that selection is preserved manually.
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EditorBeatmap.SelectedHitObjects.Clear();
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EditorBeatmap.SelectedHitObjects.AddRange(selectedObjects);
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}
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}
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}
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