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https://github.com/ppy/osu
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117 lines
4.6 KiB
C#
117 lines
4.6 KiB
C#
// 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;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Screens.Edit.Compose.Components;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.Edit
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{
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public class CatchSelectionHandler : EditorSelectionHandler
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{
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protected ScrollingHitObjectContainer HitObjectContainer => (ScrollingHitObjectContainer)playfield.HitObjectContainer;
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[Resolved]
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private Playfield playfield { get; set; }
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public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent)
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{
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var blueprint = moveEvent.Blueprint;
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Vector2 originalPosition = HitObjectContainer.ToLocalSpace(blueprint.ScreenSpaceSelectionPoint);
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Vector2 targetPosition = HitObjectContainer.ToLocalSpace(blueprint.ScreenSpaceSelectionPoint + moveEvent.ScreenSpaceDelta);
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float deltaX = targetPosition.X - originalPosition.X;
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deltaX = limitMovement(deltaX, EditorBeatmap.SelectedHitObjects);
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if (deltaX == 0)
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{
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// Even if there is no positional change, there may be a time change.
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return true;
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}
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EditorBeatmap.PerformOnSelection(h =>
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{
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if (!(h is CatchHitObject hitObject)) return;
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hitObject.OriginalX += deltaX;
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// Move the nested hit objects to give an instant result before nested objects are recreated.
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foreach (var nested in hitObject.NestedHitObjects.OfType<CatchHitObject>())
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nested.OriginalX += deltaX;
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});
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return true;
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}
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/// <summary>
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/// Limit positional movement of the objects by the constraint that moved objects should stay in bounds.
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/// </summary>
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/// <param name="deltaX">The positional movement.</param>
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/// <param name="movingObjects">The objects to be moved.</param>
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/// <returns>The positional movement with the restriction applied.</returns>
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private float limitMovement(float deltaX, IEnumerable<HitObject> movingObjects)
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{
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float minX = float.PositiveInfinity;
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float maxX = float.NegativeInfinity;
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foreach (float x in movingObjects.SelectMany(getOriginalPositions))
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{
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minX = Math.Min(minX, x);
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maxX = Math.Max(maxX, x);
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}
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// To make an object with position `x` stay in bounds after `deltaX` movement, `0 <= x + deltaX <= WIDTH` should be satisfied.
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// Subtracting `x`, we get `-x <= deltaX <= WIDTH - x`.
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// We only need to apply the inequality to extreme values of `x`.
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float lowerBound = -minX;
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float upperBound = CatchPlayfield.WIDTH - maxX;
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// The inequality may be unsatisfiable if the objects were already out of bounds.
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// In that case, don't move objects at all.
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if (lowerBound > upperBound)
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return 0;
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return Math.Clamp(deltaX, lowerBound, upperBound);
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}
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/// <summary>
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/// Enumerate X positions that should be contained in-bounds after move offset is applied.
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/// </summary>
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private IEnumerable<float> getOriginalPositions(HitObject hitObject)
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{
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switch (hitObject)
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{
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case Fruit fruit:
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yield return fruit.OriginalX;
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break;
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case JuiceStream juiceStream:
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foreach (var nested in juiceStream.NestedHitObjects.OfType<CatchHitObject>())
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{
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// Even if `OriginalX` is outside the playfield, tiny droplets can be moved inside the playfield after the random offset application.
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if (!(nested is TinyDroplet))
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yield return nested.OriginalX;
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}
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break;
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case BananaShower _:
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// A banana shower occupies the whole screen width.
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// If the selection contains a banana shower, the selection cannot be moved horizontally.
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yield return 0;
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yield return CatchPlayfield.WIDTH;
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break;
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}
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}
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}
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}
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