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add snapping for slider's end
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@ -440,6 +440,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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#region Selection Movement
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private Vector2[] movementBlueprintOriginalPositions;
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private Vector2[] movementBlueprintEndPositions;
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private SelectionBlueprint<T>[] movementBlueprints;
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private bool isDraggingBlueprint;
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@ -459,7 +460,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// Movement is tracked from the blueprint of the earliest item, since it only makes sense to distance snap from that item
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movementBlueprints = SortForMovement(SelectionHandler.SelectedBlueprints).ToArray();
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movementBlueprintOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint).ToArray();
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movementBlueprintOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint)
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.ToArray();
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movementBlueprintEndPositions = movementBlueprints.Where(m => m.ScreenSpaceSelectionPoint != m.ScreenSpaceEndPoint)
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.Select(m => m.ScreenSpaceEndPoint)
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.ToArray();
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return true;
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}
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@ -470,6 +476,33 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <returns>Sorted blueprints.</returns>
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protected virtual IEnumerable<SelectionBlueprint<T>> SortForMovement(IReadOnlyList<SelectionBlueprint<T>> blueprints) => blueprints;
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/// <summary>
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/// Check for positional snap for every given positions.
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/// </summary>
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/// <param name="distanceTraveled">Distance traveled since start of dragging action. </param>
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/// <param name="originalPositions">The positions to check for snapping before start of dragging action. </param>
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/// <param name="currentPositions">The positions to check for snapping at the current time.</param>
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/// <returns>Whether found object to snap to.</returns>
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private bool checkSnappingForNearbyObjects(Vector2 distanceTraveled, Vector2[] originalPositions, Vector2[] currentPositions)
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{
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for (int i = 0; i < originalPositions.Length; i++)
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{
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Vector2 originalPosition = originalPositions[i];
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var testPosition = originalPosition + distanceTraveled;
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var positionalResult = snapProvider.FindSnappedPositionAndTime(testPosition, SnapType.NearbyObjects);
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if (positionalResult.ScreenSpacePosition == testPosition) continue;
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var delta = positionalResult.ScreenSpacePosition - currentPositions[i];
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// attempt to move the objects, and abort any time based snapping if we can.
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if (SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints[i], delta)))
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return true;
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}
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return false;
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}
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/// <summary>
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/// Moves the current selected blueprints.
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/// </summary>
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@ -482,33 +515,24 @@ namespace osu.Game.Screens.Edit.Compose.Components
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Debug.Assert(movementBlueprintOriginalPositions != null);
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Vector2 distanceTravelled = e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
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Vector2 distanceTraveled = e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
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if (snapProvider != null)
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{
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// check for positional snap for every object in selection (for things like object-object snapping)
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for (int i = 0; i < movementBlueprintOriginalPositions.Length; i++)
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{
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Vector2 originalPosition = movementBlueprintOriginalPositions[i];
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var testPosition = originalPosition + distanceTravelled;
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var currentSelectionPointPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint).ToArray();
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if (checkSnappingForNearbyObjects(distanceTraveled, movementBlueprintOriginalPositions, currentSelectionPointPositions))
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return true;
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var positionalResult = snapProvider.FindSnappedPositionAndTime(testPosition, SnapType.NearbyObjects);
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if (positionalResult.ScreenSpacePosition == testPosition) continue;
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var delta = positionalResult.ScreenSpacePosition - movementBlueprints[i].ScreenSpaceSelectionPoint;
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// attempt to move the objects, and abort any time based snapping if we can.
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if (SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints[i], delta)))
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return true;
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}
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var currentEndPointPositions = movementBlueprints.Select(m => m.ScreenSpaceEndPoint).ToArray();
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if (checkSnappingForNearbyObjects(distanceTraveled, movementBlueprintEndPositions, currentEndPointPositions))
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return true;
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}
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// if no positional snapping could be performed, try unrestricted snapping from the earliest
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// item in the selection.
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// The final movement position, relative to movementBlueprintOriginalPosition.
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Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTravelled;
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Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTraveled;
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// Retrieve a snapped position.
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var result = snapProvider?.FindSnappedPositionAndTime(movePosition, ~SnapType.NearbyObjects);
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