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Merge pull request #24527 from Pasi4K5/fix-slider-reversing
Fix sliders being reversed incorrectly in the editor
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commit
aa5680a8aa
110
osu.Game.Rulesets.Osu.Tests/Editor/TestSceneSliderReversal.cs
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110
osu.Game.Rulesets.Osu.Tests/Editor/TestSceneSliderReversal.cs
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@ -0,0 +1,110 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Tests.Beatmaps;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Osu.Tests.Editor
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{
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public partial class TestSceneSliderReversal : TestSceneOsuEditor
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{
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new TestBeatmap(Ruleset.Value, false);
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private readonly PathControlPoint[][] paths =
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{
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createPathSegment(
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PathType.PerfectCurve,
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new Vector2(200, -50),
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new Vector2(250, 0)
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),
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createPathSegment(
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PathType.Linear,
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new Vector2(100, 0),
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new Vector2(100, 100)
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)
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};
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private static PathControlPoint[] createPathSegment(PathType type, params Vector2[] positions)
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{
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return positions.Select(p => new PathControlPoint
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{
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Position = p
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}).Prepend(new PathControlPoint
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{
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Type = type
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}).ToArray();
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}
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private Slider selectedSlider => (Slider)EditorBeatmap.SelectedHitObjects[0];
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[TestCase(0, 250)]
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[TestCase(0, 200)]
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[TestCase(1, 120)]
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[TestCase(1, 80)]
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public void TestSliderReversal(int pathIndex, double length)
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{
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var controlPoints = paths[pathIndex];
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Vector2 oldStartPos = default;
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Vector2 oldEndPos = default;
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double oldDistance = default;
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var oldControlPointTypes = controlPoints.Select(p => p.Type);
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AddStep("Add slider", () =>
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{
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var slider = new Slider
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{
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Position = new Vector2(OsuPlayfield.BASE_SIZE.X / 2, OsuPlayfield.BASE_SIZE.Y / 2),
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Path = new SliderPath(controlPoints)
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{
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ExpectedDistance = { Value = length }
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}
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};
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EditorBeatmap.Add(slider);
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oldStartPos = slider.Position;
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oldEndPos = slider.EndPosition;
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oldDistance = slider.Path.Distance;
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});
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AddStep("Select slider", () =>
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{
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var slider = (Slider)EditorBeatmap.HitObjects[0];
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EditorBeatmap.SelectedHitObjects.Add(slider);
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});
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AddStep("Reverse slider", () =>
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{
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InputManager.PressKey(Key.LControl);
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InputManager.Key(Key.G);
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InputManager.ReleaseKey(Key.LControl);
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});
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AddAssert("Slider has correct length", () =>
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Precision.AlmostEquals(selectedSlider.Path.Distance, oldDistance));
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AddAssert("Slider has correct start position", () =>
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Vector2.Distance(selectedSlider.Position, oldEndPos) < 1);
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AddAssert("Slider has correct end position", () =>
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Vector2.Distance(selectedSlider.EndPosition, oldStartPos) < 1);
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AddAssert("Control points have correct types", () =>
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{
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var newControlPointTypes = selectedSlider.Path.ControlPoints.Select(p => p.Type).ToArray();
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return oldControlPointTypes.Take(newControlPointTypes.Length).SequenceEqual(newControlPointTypes);
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});
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}
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}
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}
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects.Types;
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@ -25,6 +26,53 @@ namespace osu.Game.Rulesets.Objects
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/// <param name="sliderPath">The <see cref="SliderPath"/>.</param>
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/// <param name="positionalOffset">The positional offset of the resulting path. It should be added to the start position of this path.</param>
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public static void Reverse(this SliderPath sliderPath, out Vector2 positionalOffset)
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{
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var controlPoints = sliderPath.ControlPoints;
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var inheritedLinearPoints = controlPoints.Where(p => sliderPath.PointsInSegment(p)[0].Type == PathType.Linear && p.Type is null).ToList();
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// Inherited points after a linear point, as well as the first control point if it inherited,
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// should be treated as linear points, so their types are temporarily changed to linear.
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inheritedLinearPoints.ForEach(p => p.Type = PathType.Linear);
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double[] segmentEnds = sliderPath.GetSegmentEnds().ToArray();
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// Remove segments after the end of the slider.
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for (int numSegmentsToRemove = segmentEnds.Count(se => se >= 1) - 1; numSegmentsToRemove > 0 && controlPoints.Count > 0;)
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{
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if (controlPoints.Last().Type is not null)
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{
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numSegmentsToRemove--;
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segmentEnds = segmentEnds[..^1];
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}
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controlPoints.RemoveAt(controlPoints.Count - 1);
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}
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// Restore original control point types.
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inheritedLinearPoints.ForEach(p => p.Type = null);
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// Recalculate middle perfect curve control points at the end of the slider path.
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if (controlPoints.Count >= 3 && controlPoints[^3].Type == PathType.PerfectCurve && controlPoints[^2].Type is null && segmentEnds.Any())
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{
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double lastSegmentStart = segmentEnds.Length > 1 ? segmentEnds[^2] : 0;
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double lastSegmentEnd = segmentEnds[^1];
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var circleArcPath = new List<Vector2>();
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sliderPath.GetPathToProgress(circleArcPath, lastSegmentStart / lastSegmentEnd, 1);
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controlPoints[^2].Position = circleArcPath[circleArcPath.Count / 2];
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}
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sliderPath.reverseControlPoints(out positionalOffset);
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}
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/// <summary>
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/// Reverses the order of the provided <see cref="SliderPath"/>'s <see cref="PathControlPoint"/>s.
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/// </summary>
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/// <param name="sliderPath">The <see cref="SliderPath"/>.</param>
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/// <param name="positionalOffset">The positional offset of the resulting path. It should be added to the start position of this path.</param>
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private static void reverseControlPoints(this SliderPath sliderPath, out Vector2 positionalOffset)
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{
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var points = sliderPath.ControlPoints.ToArray();
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positionalOffset = sliderPath.PositionAt(1);
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