mirror of https://github.com/ppy/osu
132 lines
5.4 KiB
C#
132 lines
5.4 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.Timing;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.Edit.Blueprints;
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using osu.Game.Rulesets.Mania.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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namespace osu.Game.Rulesets.Mania.Edit
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{
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public class ManiaSelectionHandler : SelectionHandler
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{
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[Resolved]
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private IScrollingInfo scrollingInfo { get; set; }
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[Resolved]
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private IManiaHitObjectComposer composer { get; set; }
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private IClock editorClock;
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[BackgroundDependencyLoader]
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private void load(IAdjustableClock clock)
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{
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editorClock = clock;
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}
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public override bool HandleMovement(MoveSelectionEvent moveEvent)
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{
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var maniaBlueprint = (ManiaSelectionBlueprint)moveEvent.Blueprint;
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int lastColumn = maniaBlueprint.DrawableObject.HitObject.Column;
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adjustOrigins(maniaBlueprint);
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performDragMovement(moveEvent);
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performColumnMovement(lastColumn, moveEvent);
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return true;
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}
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/// <summary>
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/// Ensures that the position of hitobjects remains centred to the mouse position.
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/// E.g. The hitobject position will change if the editor scrolls while a hitobject is dragged.
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/// </summary>
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/// <param name="reference">The <see cref="ManiaSelectionBlueprint"/> that received the drag event.</param>
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private void adjustOrigins(ManiaSelectionBlueprint reference)
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{
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var referenceParent = (HitObjectContainer)reference.DrawableObject.Parent;
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float offsetFromReferenceOrigin = reference.DragPosition.Y - reference.DrawableObject.OriginPosition.Y;
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float targetPosition = referenceParent.ToLocalSpace(reference.ScreenSpaceDragPosition).Y - offsetFromReferenceOrigin;
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// Flip the vertical coordinate space when scrolling downwards
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if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
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targetPosition -= referenceParent.DrawHeight;
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float movementDelta = targetPosition - reference.DrawableObject.Position.Y;
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foreach (var b in SelectedBlueprints.OfType<ManiaSelectionBlueprint>())
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b.DrawableObject.Y += movementDelta;
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}
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private void performDragMovement(MoveSelectionEvent moveEvent)
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{
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float delta = moveEvent.InstantDelta.Y;
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// When scrolling downwards the anchor position is at the bottom of the screen, however the movement event assumes the anchor is at the top of the screen.
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// This causes the delta to assume a positive hitobject position, and which can be corrected for by subtracting the parent height.
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if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
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delta -= moveEvent.Blueprint.Parent.DrawHeight; // todo: probably wrong
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foreach (var selectionBlueprint in SelectedBlueprints)
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{
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var b = (OverlaySelectionBlueprint)selectionBlueprint;
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var hitObject = b.DrawableObject;
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var objectParent = (HitObjectContainer)hitObject.Parent;
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// StartTime could be used to adjust the position if only one movement event was received per frame.
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// However this is not the case and ScrollingHitObjectContainer performs movement in UpdateAfterChildren() so the position must also be updated to be valid for further movement events
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hitObject.Y += delta;
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float targetPosition = hitObject.Position.Y;
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// The scrolling algorithm always assumes an anchor at the top of the screen, so the position must be flipped when scrolling downwards to reflect a top anchor
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if (scrollingInfo.Direction.Value == ScrollingDirection.Down)
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targetPosition = -targetPosition;
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objectParent.Remove(hitObject);
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hitObject.HitObject.StartTime = scrollingInfo.Algorithm.TimeAt(targetPosition,
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editorClock.CurrentTime,
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scrollingInfo.TimeRange.Value,
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objectParent.DrawHeight);
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objectParent.Add(hitObject);
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}
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}
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private void performColumnMovement(int lastColumn, MoveSelectionEvent moveEvent)
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{
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var currentColumn = composer.ColumnAt(moveEvent.ScreenSpacePosition);
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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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foreach (var obj in SelectedHitObjects.OfType<ManiaHitObject>())
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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, composer.TotalColumns - 1 - maxColumn);
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foreach (var obj in SelectedHitObjects.OfType<ManiaHitObject>())
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obj.Column += columnDelta;
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}
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}
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}
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