mirror of https://github.com/ppy/osu
170 lines
6.8 KiB
C#
170 lines
6.8 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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using Direction = osu.Framework.Graphics.Direction;
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namespace osu.Game.Rulesets.Catch.Edit
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{
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public partial 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; } = null!;
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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, SelectedItems);
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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 catchObject)) return;
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catchObject.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 catchObject.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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public override bool HandleFlip(Direction direction, bool flipOverOrigin)
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{
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if (SelectedItems.Count == 0)
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return false;
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// This could be implemented in the future if there's a requirement for it.
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if (direction == Direction.Vertical)
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return false;
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var selectionRange = CatchHitObjectUtils.GetPositionRange(SelectedItems);
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bool changed = false;
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EditorBeatmap.PerformOnSelection(h =>
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{
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if (h is CatchHitObject catchObject)
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changed |= handleFlip(selectionRange, catchObject, flipOverOrigin);
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});
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return changed;
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}
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public override bool HandleReverse()
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{
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var hitObjects = EditorBeatmap.SelectedHitObjects
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.OfType<CatchHitObject>()
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.OrderBy(obj => obj.StartTime)
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.ToList();
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double selectionStartTime = SelectedItems.Min(h => h.StartTime);
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double selectionEndTime = SelectedItems.Max(h => h.GetEndTime());
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// the expectation is that even if the objects themselves are reversed temporally,
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// the position of new combos in the selection should remain the same.
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// preserve it for later before doing the reversal.
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var newComboOrder = hitObjects.Select(obj => obj.NewCombo).ToList();
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foreach (var h in hitObjects)
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{
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h.StartTime = selectionEndTime - (h.GetEndTime() - selectionStartTime);
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if (h is JuiceStream juiceStream)
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{
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juiceStream.Path.Reverse(out Vector2 positionalOffset);
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juiceStream.OriginalX += positionalOffset.X;
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juiceStream.LegacyConvertedY += positionalOffset.Y;
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EditorBeatmap.Update(juiceStream);
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}
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}
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// re-order objects by start time again after reversing, and restore new combo flag positioning
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hitObjects = hitObjects.OrderBy(obj => obj.StartTime).ToList();
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for (int i = 0; i < hitObjects.Count; ++i)
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hitObjects[i].NewCombo = newComboOrder[i];
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return true;
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}
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protected override void OnSelectionChanged()
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{
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base.OnSelectionChanged();
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var selectionRange = CatchHitObjectUtils.GetPositionRange(SelectedItems);
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SelectionBox.CanFlipX = selectionRange.Length > 0 && SelectedItems.Any(h => h is CatchHitObject && !(h is BananaShower));
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SelectionBox.CanReverse = SelectedItems.Count > 1 || SelectedItems.Any(h => h is JuiceStream);
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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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var range = CatchHitObjectUtils.GetPositionRange(movingObjects);
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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 = -range.Min;
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float upperBound = CatchPlayfield.WIDTH - range.Max;
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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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private bool handleFlip(PositionRange selectionRange, CatchHitObject hitObject, bool flipOverOrigin)
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{
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switch (hitObject)
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{
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case BananaShower:
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return false;
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case JuiceStream juiceStream:
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juiceStream.OriginalX = getFlippedPosition(juiceStream.OriginalX);
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foreach (var point in juiceStream.Path.ControlPoints)
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point.Position *= new Vector2(-1, 1);
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EditorBeatmap.Update(juiceStream);
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return true;
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default:
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hitObject.OriginalX = getFlippedPosition(hitObject.OriginalX);
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return true;
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}
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float getFlippedPosition(float original) => flipOverOrigin ? CatchPlayfield.WIDTH - original : selectionRange.GetFlippedPosition(original);
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}
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}
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}
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