mirror of https://github.com/ppy/osu
Use single path to display slider control point connections
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parent
002efca422
commit
cf313cd67f
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@ -30,23 +30,6 @@ public void Setup() => Schedule(() =>
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slider.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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});
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[Test]
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public void TestAddOverlappingControlPoints()
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{
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createVisualiser(true);
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addControlPointStep(new Vector2(200));
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addControlPointStep(new Vector2(300));
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addControlPointStep(new Vector2(300));
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addControlPointStep(new Vector2(500, 300));
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AddAssert("last connection displayed", () =>
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{
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var lastConnection = visualiser.Connections.Last(c => c.ControlPoint.Position == new Vector2(300));
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return lastConnection.DrawWidth > 50;
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});
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}
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[Test]
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public void TestPerfectCurveTooManyPoints()
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{
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@ -194,24 +177,6 @@ public void TestStackingUpdatesPointsPosition()
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addAssertPointPositionChanged(points, i);
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}
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[Test]
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public void TestStackingUpdatesConnectionPosition()
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{
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createVisualiser(true);
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Vector2 connectionPosition;
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addControlPointStep(connectionPosition = new Vector2(300));
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addControlPointStep(new Vector2(600));
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// Apply a big number in stacking so the person running the test can clearly see if it fails
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AddStep("apply stacking", () => slider.StackHeightBindable.Value += 10);
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AddAssert($"Connection at {connectionPosition} changed",
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() => visualiser.Connections[0].Position,
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() => !Is.EqualTo(connectionPosition)
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);
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}
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private void addAssertPointPositionChanged(Vector2[] points, int index)
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{
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AddAssert($"Point at {points.ElementAt(index)} changed",
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@ -4,10 +4,7 @@
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#nullable disable
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Lines;
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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 osuTK;
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@ -15,36 +12,21 @@
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namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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{
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/// <summary>
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/// A visualisation of the line between two <see cref="PathControlPointPiece{T}"/>s.
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/// A visualisation of the lines between <see cref="PathControlPointPiece{T}"/>s.
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/// </summary>
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/// <typeparam name="T">The type of <see cref="OsuHitObject"/> which this <see cref="PathControlPointConnectionPiece{T}"/> visualises.</typeparam>
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public partial class PathControlPointConnectionPiece<T> : CompositeDrawable where T : OsuHitObject, IHasPath
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/// <typeparam name="T">The type of <see cref="OsuHitObject"/> which this <see cref="PathControlPointConnection{T}"/> visualises.</typeparam>
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public partial class PathControlPointConnection<T> : SmoothPath where T : OsuHitObject, IHasPath
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{
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public readonly PathControlPoint ControlPoint;
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private readonly Path path;
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private readonly T hitObject;
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public int ControlPointIndex { get; set; }
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private IBindable<Vector2> hitObjectPosition;
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private IBindable<int> pathVersion;
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private IBindable<int> stackHeight;
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public PathControlPointConnectionPiece(T hitObject, int controlPointIndex)
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public PathControlPointConnection(T hitObject)
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{
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this.hitObject = hitObject;
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ControlPointIndex = controlPointIndex;
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Origin = Anchor.Centre;
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AutoSizeAxes = Axes.Both;
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ControlPoint = hitObject.Path.ControlPoints[controlPointIndex];
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InternalChild = path = new SmoothPath
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{
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Anchor = Anchor.Centre,
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PathRadius = 1
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};
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PathRadius = 1;
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}
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protected override void LoadComplete()
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@ -68,18 +50,14 @@ protected override void LoadComplete()
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/// </summary>
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private void updateConnectingPath()
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{
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Position = hitObject.StackedPosition + ControlPoint.Position;
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Position = hitObject.StackedPosition;
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path.ClearVertices();
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ClearVertices();
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int nextIndex = ControlPointIndex + 1;
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if (nextIndex == 0 || nextIndex >= hitObject.Path.ControlPoints.Count)
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return;
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foreach (var controlPoint in hitObject.Path.ControlPoints)
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AddVertex(controlPoint.Position);
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path.AddVertex(Vector2.Zero);
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path.AddVertex(hitObject.Path.ControlPoints[nextIndex].Position - ControlPoint.Position);
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path.OriginPosition = path.PositionInBoundingBox(Vector2.Zero);
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OriginPosition = PositionInBoundingBox(Vector2.Zero);
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}
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}
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}
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@ -37,7 +37,6 @@ public partial class PathControlPointVisualiser<T> : CompositeDrawable, IKeyBind
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true; // allow context menu to appear outside of the playfield.
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internal readonly Container<PathControlPointPiece<T>> Pieces;
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internal readonly Container<PathControlPointConnectionPiece<T>> Connections;
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private readonly IBindableList<PathControlPoint> controlPoints = new BindableList<PathControlPoint>();
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private readonly T hitObject;
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@ -63,7 +62,7 @@ public PathControlPointVisualiser(T hitObject, bool allowSelection)
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InternalChildren = new Drawable[]
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{
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Connections = new Container<PathControlPointConnectionPiece<T>> { RelativeSizeAxes = Axes.Both },
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new PathControlPointConnection<T>(hitObject),
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Pieces = new Container<PathControlPointPiece<T>> { RelativeSizeAxes = Axes.Both }
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};
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}
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@ -185,17 +184,6 @@ private void onControlPointsChanged(object sender, NotifyCollectionChangedEventA
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case NotifyCollectionChangedAction.Add:
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Debug.Assert(e.NewItems != null);
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// If inserting in the path (not appending),
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// update indices of existing connections after insert location
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if (e.NewStartingIndex < Pieces.Count)
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{
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foreach (var connection in Connections)
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{
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if (connection.ControlPointIndex >= e.NewStartingIndex)
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connection.ControlPointIndex += e.NewItems.Count;
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}
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}
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for (int i = 0; i < e.NewItems.Count; i++)
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{
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var point = (PathControlPoint)e.NewItems[i];
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@ -209,8 +197,6 @@ private void onControlPointsChanged(object sender, NotifyCollectionChangedEventA
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d.DragInProgress = DragInProgress;
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d.DragEnded = DragEnded;
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}));
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Connections.Add(new PathControlPointConnectionPiece<T>(hitObject, e.NewStartingIndex + i));
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}
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break;
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@ -222,19 +208,6 @@ private void onControlPointsChanged(object sender, NotifyCollectionChangedEventA
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{
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foreach (var piece in Pieces.Where(p => p.ControlPoint == point).ToArray())
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piece.RemoveAndDisposeImmediately();
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foreach (var connection in Connections.Where(c => c.ControlPoint == point).ToArray())
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connection.RemoveAndDisposeImmediately();
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}
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// If removing before the end of the path,
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// update indices of connections after remove location
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if (e.OldStartingIndex < Pieces.Count)
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{
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foreach (var connection in Connections)
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{
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if (connection.ControlPointIndex >= e.OldStartingIndex)
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connection.ControlPointIndex -= e.OldItems.Count;
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}
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}
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break;
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