mirror of https://github.com/ppy/osu
Fix flip operations sometimes not preserving selection
Closes https://github.com/ppy/osu/issues/30250.
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@ -54,9 +54,8 @@ public override bool HandleFlip(Direction direction, bool flipOverOrigin)
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int firstColumn = flipOverOrigin ? 0 : selectedObjects.Min(ho => ho.Column);
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int lastColumn = flipOverOrigin ? (int)EditorBeatmap.BeatmapInfo.Difficulty.CircleSize - 1 : selectedObjects.Max(ho => ho.Column);
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EditorBeatmap.PerformOnSelection(hitObject =>
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performOnSelection(maniaObject =>
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{
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var maniaObject = (ManiaHitObject)hitObject;
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maniaPlayfield.Remove(maniaObject);
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maniaObject.Column = firstColumn + (lastColumn - maniaObject.Column);
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maniaPlayfield.Add(maniaObject);
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@ -71,7 +70,7 @@ public override bool HandleFlip(Direction direction, bool flipOverOrigin)
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double selectionStartTime = selectedObjects.Min(ho => ho.StartTime);
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double selectionEndTime = selectedObjects.Max(ho => ho.GetEndTime());
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EditorBeatmap.PerformOnSelection(hitObject =>
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performOnSelection(hitObject =>
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{
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hitObject.StartTime = selectionStartTime + (selectionEndTime - hitObject.GetEndTime());
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});
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@ -117,14 +116,21 @@ private void performColumnMovement(int lastColumn, MoveSelectionEvent<HitObject>
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columnDelta = Math.Clamp(columnDelta, -minColumn, maniaPlayfield.TotalColumns - 1 - maxColumn);
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EditorBeatmap.PerformOnSelection(h =>
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performOnSelection(h =>
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{
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maniaPlayfield.Remove(h);
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((ManiaHitObject)h).Column += columnDelta;
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h.Column += columnDelta;
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maniaPlayfield.Add(h);
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});
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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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private void performOnSelection(Action<ManiaHitObject> action)
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{
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var selectedObjects = EditorBeatmap.SelectedHitObjects.OfType<ManiaHitObject>().ToArray();
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EditorBeatmap.PerformOnSelection(h => action.Invoke((ManiaHitObject)h));
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// `HitObjectUsageEventBuffer`'s usage transferal flows and the playfield's `SetKeepAlive()` functionality do not combine well with mania's usage patterns,
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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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