mirror of https://github.com/ppy/osu
Run stacking when performing movement in osu! composer
Closes https://github.com/ppy/osu/issues/28635.
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@ -50,12 +50,33 @@ public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent)
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{
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var hitObjects = selectedMovableObjects;
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var localDelta = this.ScreenSpaceDeltaToParentSpace(moveEvent.ScreenSpaceDelta);
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// this conditional is a rather ugly special case for stacks.
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// as it turns out, adding the `EditorBeatmap.Update()` call at the end of this would cause stacked objects to jitter when moved around
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// (they would stack and then unstack every frame).
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// the reason for that is that the selection handling abstractions are not aware of the distinction between "displayed" and "actual" position
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// which is unique to osu! due to stacking being applied as a post-processing step.
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// therefore, the following loop would occur:
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// - on frame 1 the blueprint is snapped to the stack's baseline position. `EditorBeatmap.Update()` applies stacking successfully,
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// the blueprint moves up the stack from its original drag position.
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// - on frame 2 the blueprint's position is now the *stacked* position, which is interpreted higher up as *manually performing an unstack*
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// to the blueprint's unstacked position (as the machinery higher up only cares about differences in screen space position).
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if (hitObjects.Any(h => Precision.AlmostEquals(localDelta, -h.StackOffset)))
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return true;
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// this will potentially move the selection out of bounds...
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foreach (var h in hitObjects)
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h.Position += this.ScreenSpaceDeltaToParentSpace(moveEvent.ScreenSpaceDelta);
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h.Position += localDelta;
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// but this will be corrected.
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moveSelectionInBounds();
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// update all of the objects in order to update stacking.
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// in particular, this causes stacked objects to instantly unstack on drag.
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foreach (var h in hitObjects)
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EditorBeatmap.Update(h);
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return true;
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}
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