mirror of https://github.com/ppy/osu
Merge pull request #30411 from frenzibyte/editor-slider-touch-support-2
Fix placing objects via touch in editor not working sometimes
This commit is contained in:
commit
78084e33af
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@ -8,6 +8,7 @@
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using osu.Framework.Input;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Edit.Components.RadioButtons;
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@ -24,38 +25,57 @@ public partial class TestSceneSliderDrawing : TestSceneOsuEditor
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new TestBeatmap(ruleset, false);
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[Test]
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public void TestTouchInputAfterTouchingComposeArea()
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public void TestTouchInputPlaceHitCircleDirectly()
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{
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AddStep("tap circle", () => tap(this.ChildrenOfType<EditorRadioButton>().Single(b => b.Button.Label == "HitCircle")));
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// this input is just for interacting with compose area
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AddStep("tap playfield", () => tap(this.ChildrenOfType<Playfield>().Single()));
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AddStep("move current time", () => InputManager.Key(Key.Right));
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AddStep("tap to place circle", () => tap(this.ChildrenOfType<Playfield>().Single().ToScreenSpace(new Vector2(10, 10))));
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AddStep("tap to place circle", () => tap(this.ChildrenOfType<Playfield>().Single()));
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AddAssert("circle placed correctly", () =>
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{
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var circle = (HitCircle)EditorBeatmap.HitObjects.Single(h => h.StartTime == EditorClock.CurrentTimeAccurate);
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Assert.Multiple(() =>
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{
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Assert.That(circle.Position.X, Is.EqualTo(10f).Within(0.01f));
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Assert.That(circle.Position.Y, Is.EqualTo(10f).Within(0.01f));
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Assert.That(circle.Position.X, Is.EqualTo(256f).Within(0.01f));
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Assert.That(circle.Position.Y, Is.EqualTo(192f).Within(0.01f));
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});
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return true;
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});
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}
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AddStep("tap slider", () => tap(this.ChildrenOfType<EditorRadioButton>().Single(b => b.Button.Label == "Slider")));
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[Test]
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public void TestTouchInputPlaceCircleAfterTouchingComposeArea()
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{
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AddStep("tap circle", () => tap(this.ChildrenOfType<EditorRadioButton>().Single(b => b.Button.Label == "HitCircle")));
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// this input is just for interacting with compose area
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AddStep("tap playfield", () => tap(this.ChildrenOfType<Playfield>().Single()));
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AddAssert("circle placed", () => EditorBeatmap.HitObjects.Single(h => h.StartTime == EditorClock.CurrentTimeAccurate) is HitCircle);
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AddStep("move current time", () => InputManager.Key(Key.Right));
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AddStep("move forward", () => InputManager.Key(Key.Right));
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AddStep("tap to place circle", () => tap(this.ChildrenOfType<Playfield>().Single()));
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AddAssert("circle placed correctly", () =>
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{
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var circle = (HitCircle)EditorBeatmap.HitObjects.Single(h => h.StartTime == EditorClock.CurrentTimeAccurate);
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Assert.Multiple(() =>
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{
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Assert.That(circle.Position.X, Is.EqualTo(256f).Within(0.01f));
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Assert.That(circle.Position.Y, Is.EqualTo(192f).Within(0.01f));
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});
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return true;
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});
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}
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[Test]
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public void TestTouchInputPlaceSliderDirectly()
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{
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AddStep("tap slider", () => tap(this.ChildrenOfType<EditorRadioButton>().Single(b => b.Button.Label == "Slider")));
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AddStep("hold to draw slider", () => InputManager.BeginTouch(new Touch(TouchSource.Touch1, this.ChildrenOfType<Playfield>().Single().ToScreenSpace(new Vector2(50, 20)))));
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AddStep("drag to draw", () => InputManager.MoveTouchTo(new Touch(TouchSource.Touch1, this.ChildrenOfType<Playfield>().Single().ToScreenSpace(new Vector2(200, 50)))));
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AddAssert("selection not initiated", () => this.ChildrenOfType<DragBox>().All(d => d.State == Visibility.Hidden));
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AddAssert("blueprint visible", () => this.ChildrenOfType<SliderPlacementBlueprint>().Single().Alpha > 0);
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AddStep("end", () => InputManager.EndTouch(new Touch(TouchSource.Touch1, InputManager.CurrentState.Touch.GetTouchPosition(TouchSource.Touch1)!.Value)));
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AddAssert("slider placed correctly", () =>
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{
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@ -76,12 +96,55 @@ public void TestTouchInputAfterTouchingComposeArea()
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});
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}
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private void tap(Drawable drawable) => tap(drawable.ScreenSpaceDrawQuad.Centre);
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[Test]
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public void TestTouchInputPlaceSliderAfterTouchingComposeArea()
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{
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AddStep("tap slider", () => tap(this.ChildrenOfType<EditorRadioButton>().Single(b => b.Button.Label == "Slider")));
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AddStep("tap playfield", () => tap(this.ChildrenOfType<Playfield>().Single()));
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AddStep("tap and hold another spot", () => hold(this.ChildrenOfType<Playfield>().Single(), new Vector2(50, 0)));
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AddUntilStep("wait for slider placement", () => EditorBeatmap.HitObjects.SingleOrDefault(h => h.StartTime == EditorClock.CurrentTimeAccurate) is Slider);
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AddStep("end", () => InputManager.EndTouch(new Touch(TouchSource.Touch1, InputManager.CurrentState.Touch.GetTouchPosition(TouchSource.Touch1)!.Value)));
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AddStep("move forward", () => InputManager.Key(Key.Right));
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AddStep("hold to draw slider", () => InputManager.BeginTouch(new Touch(TouchSource.Touch1, this.ChildrenOfType<Playfield>().Single().ToScreenSpace(new Vector2(50, 20)))));
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AddStep("drag to draw", () => InputManager.MoveTouchTo(new Touch(TouchSource.Touch1, this.ChildrenOfType<Playfield>().Single().ToScreenSpace(new Vector2(200, 50)))));
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AddAssert("selection not initiated", () => this.ChildrenOfType<DragBox>().All(d => d.State == Visibility.Hidden));
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AddAssert("blueprint visible", () => this.ChildrenOfType<SliderPlacementBlueprint>().Single().IsPresent);
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AddStep("end", () => InputManager.EndTouch(new Touch(TouchSource.Touch1, InputManager.CurrentState.Touch.GetTouchPosition(TouchSource.Touch1)!.Value)));
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AddAssert("slider placed correctly", () =>
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{
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var slider = (Slider)EditorBeatmap.HitObjects.Single(h => h.StartTime == EditorClock.CurrentTimeAccurate);
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Assert.Multiple(() =>
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{
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Assert.That(slider.Position.X, Is.EqualTo(50f).Within(0.01f));
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Assert.That(slider.Position.Y, Is.EqualTo(20f).Within(0.01f));
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Assert.That(slider.Path.ControlPoints.Count, Is.EqualTo(2));
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Assert.That(slider.Path.ControlPoints[0].Position, Is.EqualTo(Vector2.Zero));
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// the final position may be slightly off from the mouse position when drawing, account for that.
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Assert.That(slider.Path.ControlPoints[1].Position.X, Is.EqualTo(150).Within(5));
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Assert.That(slider.Path.ControlPoints[1].Position.Y, Is.EqualTo(30).Within(5));
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});
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return true;
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});
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}
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private void tap(Drawable drawable, Vector2 offset = default) => tap(drawable.ToScreenSpace(drawable.LayoutRectangle.Centre + offset));
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private void tap(Vector2 position)
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{
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InputManager.BeginTouch(new Touch(TouchSource.Touch1, position));
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hold(position);
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InputManager.EndTouch(new Touch(TouchSource.Touch1, position));
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}
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private void hold(Drawable drawable, Vector2 offset = default) => hold(drawable.ToScreenSpace(drawable.LayoutRectangle.Centre + offset));
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private void hold(Vector2 position)
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{
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InputManager.BeginTouch(new Touch(TouchSource.Touch1, position));
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}
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}
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}
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Edit;
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using osuTK;
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@ -31,12 +32,7 @@ private void load(OsuGridToolboxGroup gridToolboxGroup)
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public override void EndPlacement(bool commit)
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{
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if (!commit && PlacementActive != PlacementState.Finished)
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{
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gridToolboxGroup.StartPosition.Value = originalOrigin;
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gridToolboxGroup.Spacing.Value = originalSpacing;
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if (!gridToolboxGroup.GridLinesRotation.Disabled)
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gridToolboxGroup.GridLinesRotation.Value = originalRotation;
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}
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resetGridState();
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base.EndPlacement(commit);
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@ -103,6 +99,9 @@ protected override void OnDragEnd(DragEndEvent e)
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public override void UpdateTimeAndPosition(SnapResult result)
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{
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if (State.Value == Visibility.Hidden)
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return;
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var pos = ToLocalSpace(result.ScreenSpacePosition);
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if (PlacementActive != PlacementState.Active)
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@ -122,5 +121,19 @@ public override void UpdateTimeAndPosition(SnapResult result)
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}
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}
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}
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protected override void PopOut()
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{
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base.PopOut();
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resetGridState();
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}
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private void resetGridState()
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{
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gridToolboxGroup.StartPosition.Value = originalOrigin;
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gridToolboxGroup.Spacing.Value = originalSpacing;
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if (!gridToolboxGroup.GridLinesRotation.Disabled)
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gridToolboxGroup.GridLinesRotation.Value = originalRotation;
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}
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}
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}
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@ -156,6 +156,13 @@ protected override bool OnMouseDown(MouseDownEvent e)
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return true;
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}
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// this allows sliders to be drawn outside compose area (after starting from a point within the compose area).
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => base.ReceivePositionalInputAt(screenSpacePos) || PlacementActive == PlacementState.Active;
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// ReceivePositionalInputAtSubTree generally always returns true when masking is disabled, but we don't want that,
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// otherwise a slider path tooltip will be displayed anywhere in the editor (outside compose area).
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protected override bool ReceivePositionalInputAtSubTree(Vector2 screenSpacePos) => ReceivePositionalInputAt(screenSpacePos);
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private void beginNewSegment(PathControlPoint lastPoint)
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{
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segmentStart = lastPoint;
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@ -19,6 +19,7 @@
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Edit;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Components.RadioButtons;
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using osu.Game.Screens.Edit.Components.TernaryButtons;
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@ -82,6 +83,45 @@ public void SetUpSteps()
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});
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}
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[Test]
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public void TestPlacementOutsideComposeScreen()
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{
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AddStep("clear all control points and hitobjects", () =>
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{
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editorBeatmap.ControlPointInfo.Clear();
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editorBeatmap.Clear();
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});
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AddStep("Add timing point", () => editorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint()));
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AddStep("select circle", () => hitObjectComposer.ChildrenOfType<EditorRadioButton>().First(d => d.Button.Label == "HitCircle").TriggerClick());
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AddStep("move mouse to compose", () => InputManager.MoveMouseTo(hitObjectComposer.ChildrenOfType<HitObjectContainer>().Single()));
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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AddAssert("circle placed", () => editorBeatmap.HitObjects.Count == 1);
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AddStep("move mouse outside compose", () => InputManager.MoveMouseTo(hitObjectComposer.ChildrenOfType<HitObjectContainer>().Single().ScreenSpaceDrawQuad.TopLeft - new Vector2(0f, 20f)));
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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AddAssert("no circle placed", () => editorBeatmap.HitObjects.Count == 1);
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}
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[Test]
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public void TestDragSliderOutsideComposeScreen()
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{
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AddStep("clear all control points and hitobjects", () =>
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{
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editorBeatmap.ControlPointInfo.Clear();
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editorBeatmap.Clear();
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});
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AddStep("Add timing point", () => editorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint()));
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AddStep("select slider", () => hitObjectComposer.ChildrenOfType<EditorRadioButton>().First(d => d.Button.Label == "Slider").TriggerClick());
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AddStep("move mouse to compose", () => InputManager.MoveMouseTo(hitObjectComposer.ChildrenOfType<HitObjectContainer>().Single()));
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AddStep("hold", () => InputManager.PressButton(MouseButton.Left));
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AddStep("move mouse outside compose", () => InputManager.MoveMouseTo(hitObjectComposer.ChildrenOfType<HitObjectContainer>().Single().ScreenSpaceDrawQuad.TopLeft - new Vector2(0f, 80f)));
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AddStep("release", () => InputManager.ReleaseButton(MouseButton.Left));
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AddAssert("slider placed", () => editorBeatmap.HitObjects.Count == 1);
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}
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[Test]
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public void TestPlacementOnlyWorksWithTiming()
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{
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@ -537,23 +537,24 @@ private void toolSelected(CompositionTool tool)
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#region IPlacementHandler
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public void BeginPlacement(HitObject hitObject)
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public void ShowPlacement(HitObject hitObject)
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{
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EditorBeatmap.PlacementObject.Value = hitObject;
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}
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public void EndPlacement(HitObject hitObject, bool commit)
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public void HidePlacement()
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{
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EditorBeatmap.PlacementObject.Value = null;
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}
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if (commit)
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public void CommitPlacement(HitObject hitObject)
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{
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EditorBeatmap.PlacementObject.Value = null;
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EditorBeatmap.Add(hitObject);
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if (autoSeekOnPlacement.Value && EditorClock.CurrentTime < hitObject.StartTime)
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EditorClock.SeekSmoothlyTo(hitObject.StartTime);
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}
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}
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public void Delete(HitObject hitObject) => EditorBeatmap.Remove(hitObject);
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@ -5,6 +5,7 @@
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using System.Threading;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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@ -63,18 +64,26 @@ private void load()
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startTimeBindable.BindValueChanged(_ => ApplyDefaultsToHitObject(), true);
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}
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private bool placementBegun;
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protected override void BeginPlacement(bool commitStart = false)
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{
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base.BeginPlacement(commitStart);
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placementHandler.BeginPlacement(HitObject);
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if (State.Value == Visibility.Visible)
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placementHandler.ShowPlacement(HitObject);
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placementBegun = true;
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}
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public override void EndPlacement(bool commit)
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{
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base.EndPlacement(commit);
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placementHandler.EndPlacement(HitObject, IsValidForPlacement && commit);
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if (IsValidForPlacement && commit)
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placementHandler.CommitPlacement(HitObject);
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else
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placementHandler.HidePlacement();
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}
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/// <summary>
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@ -127,5 +136,19 @@ public override void UpdateTimeAndPosition(SnapResult result)
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/// refreshing <see cref="Objects.HitObject.NestedHitObjects"/> and parameters for the <see cref="HitObject"/>.
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/// </summary>
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protected void ApplyDefaultsToHitObject() => HitObject.ApplyDefaults(beatmap.ControlPointInfo, beatmap.Difficulty);
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protected override void PopIn()
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{
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base.PopIn();
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if (placementBegun)
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placementHandler.ShowPlacement(HitObject);
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}
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protected override void PopOut()
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{
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base.PopOut();
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placementHandler.HidePlacement();
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}
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}
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}
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@ -7,7 +7,6 @@
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using osu.Framework.Input.Events;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets.Objects;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Edit
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@ -15,7 +14,7 @@ namespace osu.Game.Rulesets.Edit
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/// <summary>
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/// A blueprint which governs the placement of something.
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/// </summary>
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public abstract partial class PlacementBlueprint : CompositeDrawable, IKeyBindingHandler<GlobalAction>
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public abstract partial class PlacementBlueprint : VisibilityContainer, IKeyBindingHandler<GlobalAction>
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{
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/// <summary>
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/// Whether the <see cref="HitObject"/> is currently mid-placement, but has not necessarily finished being placed.
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@ -31,12 +30,17 @@ public abstract partial class PlacementBlueprint : CompositeDrawable, IKeyBindin
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/// </remarks>
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protected virtual bool IsValidForPlacement => true;
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// the blueprint should still be considered for input even if it is hidden,
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// especially when such input is the reason for making the blueprint become visible.
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public override bool PropagatePositionalInputSubTree => true;
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public override bool PropagateNonPositionalInputSubTree => true;
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protected PlacementBlueprint()
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{
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RelativeSizeAxes = Axes.Both;
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// This is required to allow the blueprint's position to be updated via OnMouseMove/Handle
|
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// on the same frame it is made visible via a PlacementState change.
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// the blueprint should still be considered for input even if it is hidden,
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// especially when such input is the reason for making the blueprint become visible.
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AlwaysPresent = true;
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}
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@ -104,8 +108,6 @@ public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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protected override bool Handle(UIEvent e)
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{
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base.Handle(e);
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|
@ -127,6 +129,9 @@ protected override bool Handle(UIEvent e)
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}
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}
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protected override void PopIn() => this.FadeIn();
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protected override void PopOut() => this.FadeOut();
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public enum PlacementState
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{
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Waiting,
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|
|
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@ -316,9 +316,12 @@ private void updateAdditionBankTernaryButtonTooltips()
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/// <summary>
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/// Refreshes the current placement tool.
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/// </summary>
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private void refreshTool()
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private void refreshPlacement()
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{
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removePlacement();
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CurrentPlacement?.EndPlacement(false);
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CurrentPlacement?.Expire();
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CurrentPlacement = null;
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ensurePlacementCreated();
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}
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@ -344,22 +347,25 @@ protected override void Update()
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{
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case PlacementBlueprint.PlacementState.Waiting:
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if (!Composer.CursorInPlacementArea)
|
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removePlacement();
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CurrentPlacement.Hide();
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else
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CurrentPlacement.Show();
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break;
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|
||||
case PlacementBlueprint.PlacementState.Active:
|
||||
CurrentPlacement.Show();
|
||||
break;
|
||||
|
||||
case PlacementBlueprint.PlacementState.Finished:
|
||||
removePlacement();
|
||||
refreshPlacement();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (Composer.CursorInPlacementArea)
|
||||
ensurePlacementCreated();
|
||||
|
||||
// updates the placement with the latest editor clock time.
|
||||
if (CurrentPlacement != null)
|
||||
updatePlacementTimeAndPosition();
|
||||
}
|
||||
}
|
||||
|
||||
protected override bool OnMouseMove(MouseMoveEvent e)
|
||||
{
|
||||
|
@ -386,7 +392,7 @@ protected sealed override SelectionBlueprint<HitObject> CreateBlueprintFor(HitOb
|
|||
private void hitObjectAdded(HitObject obj)
|
||||
{
|
||||
// refresh the tool to handle the case of placement completing.
|
||||
refreshTool();
|
||||
refreshPlacement();
|
||||
|
||||
// on successful placement, the new combo button should be reset as this is the most common user interaction.
|
||||
if (Beatmap.SelectedHitObjects.Count == 0)
|
||||
|
@ -415,14 +421,7 @@ private void ensurePlacementCreated()
|
|||
public void CommitIfPlacementActive()
|
||||
{
|
||||
CurrentPlacement?.EndPlacement(CurrentPlacement.PlacementActive == PlacementBlueprint.PlacementState.Active);
|
||||
removePlacement();
|
||||
}
|
||||
|
||||
private void removePlacement()
|
||||
{
|
||||
CurrentPlacement?.EndPlacement(false);
|
||||
CurrentPlacement?.Expire();
|
||||
CurrentPlacement = null;
|
||||
refreshPlacement();
|
||||
}
|
||||
|
||||
private CompositionTool currentTool;
|
||||
|
|
|
@ -10,17 +10,21 @@ namespace osu.Game.Screens.Edit.Compose
|
|||
public interface IPlacementHandler
|
||||
{
|
||||
/// <summary>
|
||||
/// Notifies that a placement has begun.
|
||||
/// Notifies that a placement blueprint became visible on the screen.
|
||||
/// </summary>
|
||||
/// <param name="hitObject">The <see cref="HitObject"/> being placed.</param>
|
||||
void BeginPlacement(HitObject hitObject);
|
||||
/// <param name="hitObject">The <see cref="HitObject"/> representing the placement.</param>
|
||||
void ShowPlacement(HitObject hitObject);
|
||||
|
||||
/// <summary>
|
||||
/// Notifies that a placement has finished.
|
||||
/// Notifies that a visible placement blueprint has been hidden.
|
||||
/// </summary>
|
||||
void HidePlacement();
|
||||
|
||||
/// <summary>
|
||||
/// Notifies that a placement has been committed.
|
||||
/// </summary>
|
||||
/// <param name="hitObject">The <see cref="HitObject"/> that has been placed.</param>
|
||||
/// <param name="commit">Whether the object should be committed.</param>
|
||||
void EndPlacement(HitObject hitObject, bool commit);
|
||||
void CommitPlacement(HitObject hitObject);
|
||||
|
||||
/// <summary>
|
||||
/// Deletes a <see cref="HitObject"/>.
|
||||
|
|
|
@ -59,20 +59,20 @@ protected virtual IBeatmap GetPlayableBeatmap()
|
|||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
ResetPlacement();
|
||||
}
|
||||
|
||||
public void BeginPlacement(HitObject hitObject)
|
||||
public void ShowPlacement(HitObject hitObject)
|
||||
{
|
||||
}
|
||||
|
||||
public void EndPlacement(HitObject hitObject, bool commit)
|
||||
public void HidePlacement()
|
||||
{
|
||||
}
|
||||
|
||||
public void CommitPlacement(HitObject hitObject)
|
||||
{
|
||||
if (commit)
|
||||
AddHitObject(CreateHitObject(hitObject));
|
||||
|
||||
ResetPlacement();
|
||||
}
|
||||
|
||||
protected void ResetPlacement()
|
||||
|
@ -89,6 +89,10 @@ public void Delete(HitObject hitObject)
|
|||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
if (CurrentBlueprint.PlacementActive == PlacementBlueprint.PlacementState.Finished)
|
||||
ResetPlacement();
|
||||
|
||||
updatePlacementTimeAndPosition();
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue