mirror of https://github.com/ppy/osu
142 lines
5.5 KiB
C#
142 lines
5.5 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.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Screens.Edit.Compose.Components;
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namespace osu.Game.Rulesets.Mania.Edit
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{
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public partial class ManiaSelectionHandler : EditorSelectionHandler
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{
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[Resolved]
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private HitObjectComposer composer { get; set; } = null!;
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protected override void OnSelectionChanged()
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{
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base.OnSelectionChanged();
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var selectedObjects = SelectedItems.OfType<ManiaHitObject>().ToArray();
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SelectionBox.CanFlipX = canFlipX(selectedObjects);
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SelectionBox.CanFlipY = canFlipY(selectedObjects);
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}
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public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent)
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{
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var hitObjectBlueprint = (HitObjectSelectionBlueprint)moveEvent.Blueprint;
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int lastColumn = ((ManiaHitObject)hitObjectBlueprint.Item).Column;
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performColumnMovement(lastColumn, moveEvent);
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return true;
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}
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public override bool HandleFlip(Direction direction, bool flipOverOrigin)
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{
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var selectedObjects = SelectedItems.OfType<ManiaHitObject>().ToArray();
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var maniaPlayfield = ((ManiaHitObjectComposer)composer).Playfield;
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if (selectedObjects.Length == 0)
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return false;
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switch (direction)
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{
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case Direction.Horizontal:
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if (!canFlipX(selectedObjects))
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return false;
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int firstColumn = flipOverOrigin ? 0 : selectedObjects.Min(ho => ho.Column);
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int lastColumn = flipOverOrigin ? (int)EditorBeatmap.BeatmapInfo.Difficulty.CircleSize - 1 : selectedObjects.Max(ho => ho.Column);
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performOnSelection(maniaObject =>
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{
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maniaPlayfield.Remove(maniaObject);
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maniaObject.Column = firstColumn + (lastColumn - maniaObject.Column);
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maniaPlayfield.Add(maniaObject);
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});
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return true;
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case Direction.Vertical:
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if (!canFlipY(selectedObjects))
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return false;
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double selectionStartTime = selectedObjects.Min(ho => ho.StartTime);
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double selectionEndTime = selectedObjects.Max(ho => ho.GetEndTime());
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performOnSelection(hitObject =>
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{
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hitObject.StartTime = selectionStartTime + (selectionEndTime - hitObject.GetEndTime());
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});
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return true;
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default:
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throw new ArgumentOutOfRangeException(nameof(direction), direction, "Cannot flip over the supplied direction.");
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}
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}
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private static bool canFlipX(ManiaHitObject[] selectedObjects)
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=> selectedObjects.Select(ho => ho.Column).Distinct().Count() > 1;
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private static bool canFlipY(ManiaHitObject[] selectedObjects)
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=> selectedObjects.Length > 1 && selectedObjects.Min(ho => ho.StartTime) < selectedObjects.Max(ho => ho.GetEndTime());
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private void performColumnMovement(int lastColumn, MoveSelectionEvent<HitObject> moveEvent)
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{
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var maniaPlayfield = ((ManiaHitObjectComposer)composer).Playfield;
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var currentColumn = maniaPlayfield.GetColumnByPosition(moveEvent.Blueprint.ScreenSpaceSelectionPoint + moveEvent.ScreenSpaceDelta);
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if (currentColumn == null)
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return;
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int columnDelta = currentColumn.Index - lastColumn;
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if (columnDelta == 0)
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return;
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int minColumn = int.MaxValue;
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int maxColumn = int.MinValue;
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var selectedObjects = EditorBeatmap.SelectedHitObjects.OfType<ManiaHitObject>().ToArray();
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// find min/max in an initial pass before actually performing the movement.
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foreach (var obj in selectedObjects)
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{
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if (obj.Column < minColumn)
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minColumn = obj.Column;
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if (obj.Column > maxColumn)
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maxColumn = obj.Column;
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}
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columnDelta = Math.Clamp(columnDelta, -minColumn, maniaPlayfield.TotalColumns - 1 - maxColumn);
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performOnSelection(h =>
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{
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maniaPlayfield.Remove(h);
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h.Column += columnDelta;
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maniaPlayfield.Add(h);
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});
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}
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private void performOnSelection(Action<ManiaHitObject> action)
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{
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var selectedObjects = EditorBeatmap.SelectedHitObjects.OfType<ManiaHitObject>().ToArray();
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EditorBeatmap.PerformOnSelection(h => action.Invoke((ManiaHitObject)h));
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// `HitObjectUsageEventBuffer`'s usage transferal flows and the playfield's `SetKeepAlive()` functionality do not combine well with mania's usage patterns,
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// leading to selections being sometimes partially dropped if some of the objects being moved are off screen
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// (check blame for detailed explanation).
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// thus, ensure that selection is preserved manually.
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EditorBeatmap.SelectedHitObjects.Clear();
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EditorBeatmap.SelectedHitObjects.AddRange(selectedObjects);
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}
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}
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}
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