mirror of
https://github.com/osukey/osukey.git
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Merge branch 'master' into no-more-difficulty-control-points-info
This commit is contained in:
@ -228,9 +228,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
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return false;
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}
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public bool OnPressed(PlatformAction action)
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public bool OnPressed(KeyBindingPressEvent<PlatformAction> e)
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{
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switch (action)
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switch (e.Action)
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{
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case PlatformAction.SelectAll:
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SelectAll();
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@ -240,7 +240,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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return false;
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}
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public void OnReleased(PlatformAction action)
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public void OnReleased(KeyBindingReleaseEvent<PlatformAction> e)
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{
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}
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@ -1,12 +1,12 @@
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// 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.Collections.Generic;
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using osu.Framework.Bindables;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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@ -15,69 +15,62 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// </summary>
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public sealed class HitObjectOrderedSelectionContainer : Container<SelectionBlueprint<HitObject>>
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{
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[Resolved]
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private EditorBeatmap editorBeatmap { get; set; }
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protected override void LoadComplete()
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{
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base.LoadComplete();
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editorBeatmap.HitObjectUpdated += hitObjectUpdated;
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}
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private void hitObjectUpdated(HitObject _) => SortInternal();
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public override void Add(SelectionBlueprint<HitObject> drawable)
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{
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SortInternal();
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base.Add(drawable);
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bindStartTime(drawable);
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}
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public override bool Remove(SelectionBlueprint<HitObject> drawable)
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{
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if (!base.Remove(drawable))
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return false;
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unbindStartTime(drawable);
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return true;
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}
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public override void Clear(bool disposeChildren)
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{
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base.Clear(disposeChildren);
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unbindAllStartTimes();
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}
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private readonly Dictionary<SelectionBlueprint<HitObject>, IBindable> startTimeMap = new Dictionary<SelectionBlueprint<HitObject>, IBindable>();
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private void bindStartTime(SelectionBlueprint<HitObject> blueprint)
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{
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var bindable = blueprint.Item.StartTimeBindable.GetBoundCopy();
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bindable.BindValueChanged(_ =>
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{
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if (LoadState >= LoadState.Ready)
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SortInternal();
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});
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startTimeMap[blueprint] = bindable;
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}
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private void unbindStartTime(SelectionBlueprint<HitObject> blueprint)
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{
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startTimeMap[blueprint].UnbindAll();
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startTimeMap.Remove(blueprint);
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}
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private void unbindAllStartTimes()
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{
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foreach (var kvp in startTimeMap)
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kvp.Value.UnbindAll();
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startTimeMap.Clear();
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SortInternal();
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return base.Remove(drawable);
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}
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protected override int Compare(Drawable x, Drawable y)
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{
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var xObj = (SelectionBlueprint<HitObject>)x;
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var yObj = (SelectionBlueprint<HitObject>)y;
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var xObj = ((SelectionBlueprint<HitObject>)x).Item;
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var yObj = ((SelectionBlueprint<HitObject>)y).Item;
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// Put earlier blueprints towards the end of the list, so they handle input first
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int i = yObj.Item.StartTime.CompareTo(xObj.Item.StartTime);
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if (i != 0) return i;
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int result = yObj.StartTime.CompareTo(xObj.StartTime);
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if (result != 0) return result;
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// Fall back to end time if the start time is equal.
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i = yObj.Item.GetEndTime().CompareTo(xObj.Item.GetEndTime());
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result = yObj.GetEndTime().CompareTo(xObj.GetEndTime());
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if (result != 0) return result;
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return i == 0 ? CompareReverseChildID(y, x) : i;
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// As a final fallback, use combo information if available.
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if (xObj is IHasComboInformation xHasCombo && yObj is IHasComboInformation yHasCombo)
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{
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result = yHasCombo.ComboIndex.CompareTo(xHasCombo.ComboIndex);
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if (result != 0) return result;
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result = yHasCombo.IndexInCurrentCombo.CompareTo(xHasCombo.IndexInCurrentCombo);
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if (result != 0) return result;
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}
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return CompareReverseChildID(y, x);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (editorBeatmap != null)
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editorBeatmap.HitObjectUpdated -= hitObjectUpdated;
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}
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}
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}
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@ -0,0 +1,113 @@
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// 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 osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Layout;
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using osuTK;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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public class RectangularPositionSnapGrid : CompositeDrawable
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{
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/// <summary>
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/// The position of the origin of this <see cref="RectangularPositionSnapGrid"/> in local coordinates.
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/// </summary>
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public Vector2 StartPosition { get; }
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private Vector2 spacing = Vector2.One;
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/// <summary>
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/// The spacing between grid lines of this <see cref="RectangularPositionSnapGrid"/>.
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/// </summary>
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public Vector2 Spacing
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{
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get => spacing;
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set
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{
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if (spacing.X <= 0 || spacing.Y <= 0)
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throw new ArgumentException("Grid spacing must be positive.");
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spacing = value;
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gridCache.Invalidate();
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}
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}
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private readonly LayoutValue gridCache = new LayoutValue(Invalidation.RequiredParentSizeToFit);
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public RectangularPositionSnapGrid(Vector2 startPosition)
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{
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StartPosition = startPosition;
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AddLayout(gridCache);
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}
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protected override void Update()
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{
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base.Update();
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if (!gridCache.IsValid)
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{
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ClearInternal();
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createContent();
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gridCache.Validate();
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}
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}
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private void createContent()
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{
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var drawSize = DrawSize;
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generateGridLines(Direction.Horizontal, StartPosition.Y, 0, -Spacing.Y);
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generateGridLines(Direction.Horizontal, StartPosition.Y, drawSize.Y, Spacing.Y);
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generateGridLines(Direction.Vertical, StartPosition.X, 0, -Spacing.X);
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generateGridLines(Direction.Vertical, StartPosition.X, drawSize.X, Spacing.X);
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}
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private void generateGridLines(Direction direction, float startPosition, float endPosition, float step)
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{
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int index = 0;
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float currentPosition = startPosition;
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while ((endPosition - currentPosition) * Math.Sign(step) > 0)
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{
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var gridLine = new Box
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{
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Colour = Colour4.White,
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Alpha = index == 0 ? 0.3f : 0.1f,
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EdgeSmoothness = new Vector2(0.2f)
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};
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if (direction == Direction.Horizontal)
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{
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gridLine.RelativeSizeAxes = Axes.X;
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gridLine.Height = 1;
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gridLine.Y = currentPosition;
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}
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else
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{
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gridLine.RelativeSizeAxes = Axes.Y;
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gridLine.Width = 1;
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gridLine.X = currentPosition;
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}
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AddInternal(gridLine);
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index += 1;
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currentPosition = startPosition + index * step;
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}
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}
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public Vector2 GetSnappedPosition(Vector2 original)
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{
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Vector2 relativeToStart = original - StartPosition;
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Vector2 offset = Vector2.Divide(relativeToStart, Spacing);
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Vector2 roundedOffset = new Vector2(MathF.Round(offset.X), MathF.Round(offset.Y));
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return StartPosition + Vector2.Multiply(roundedOffset, Spacing);
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}
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}
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}
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@ -137,9 +137,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <returns>Whether any items could be reversed.</returns>
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public virtual bool HandleReverse() => false;
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public bool OnPressed(PlatformAction action)
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public bool OnPressed(KeyBindingPressEvent<PlatformAction> e)
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{
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switch (action)
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switch (e.Action)
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{
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case PlatformAction.Delete:
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DeleteSelected();
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@ -149,7 +149,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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return false;
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}
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public void OnReleased(PlatformAction action)
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public void OnReleased(KeyBindingReleaseEvent<PlatformAction> e)
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{
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}
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@ -191,7 +191,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <param name="blueprint">The blueprint.</param>
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/// <param name="e">The mouse event responsible for selection.</param>
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/// <returns>Whether a selection was performed.</returns>
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internal bool MouseDownSelectionRequested(SelectionBlueprint<T> blueprint, MouseButtonEvent e)
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internal virtual bool MouseDownSelectionRequested(SelectionBlueprint<T> blueprint, MouseButtonEvent e)
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{
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if (e.ShiftPressed && e.Button == MouseButton.Right)
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{
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@ -1,12 +1,19 @@
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// 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.Diagnostics;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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@ -20,9 +27,9 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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// for now we always allow movement. snapping is provided by the Timeline's "distance" snap implementation
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public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent) => true;
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public bool OnPressed(GlobalAction action)
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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switch (action)
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switch (e.Action)
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{
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case GlobalAction.EditorNudgeLeft:
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nudgeSelection(-1);
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@ -36,7 +43,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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return false;
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}
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public void OnReleased(GlobalAction action)
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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@ -61,5 +68,62 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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EditorBeatmap.Update(h);
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});
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}
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/// <summary>
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/// The "pivot" object, used in range selection mode.
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/// When in range selection, the range to select is determined by the pivot object
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/// (last existing object interacted with prior to holding down Shift)
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/// and by the object clicked last when Shift was pressed.
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/// </summary>
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[CanBeNull]
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private HitObject pivot;
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internal override bool MouseDownSelectionRequested(SelectionBlueprint<HitObject> blueprint, MouseButtonEvent e)
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{
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if (e.ShiftPressed && e.Button == MouseButton.Left && pivot != null)
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{
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handleRangeSelection(blueprint, e.ControlPressed);
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return true;
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}
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bool result = base.MouseDownSelectionRequested(blueprint, e);
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// ensure that the object wasn't removed by the base implementation before making it the new pivot.
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if (EditorBeatmap.HitObjects.Contains(blueprint.Item))
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pivot = blueprint.Item;
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return result;
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}
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/// <summary>
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/// Handles a request for range selection (triggered when Shift is held down).
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/// </summary>
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/// <param name="blueprint">The blueprint which was clicked in range selection mode.</param>
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/// <param name="cumulative">
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/// Whether the selection should be cumulative.
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/// In cumulative mode, consecutive range selections will shift the pivot (which usually stays fixed for the duration of a range selection)
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/// and will never deselect an object that was previously selected.
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/// </param>
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private void handleRangeSelection(SelectionBlueprint<HitObject> blueprint, bool cumulative)
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{
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var clickedObject = blueprint.Item;
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Debug.Assert(pivot != null);
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double rangeStart = Math.Min(clickedObject.StartTime, pivot.StartTime);
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double rangeEnd = Math.Max(clickedObject.GetEndTime(), pivot.GetEndTime());
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var newSelection = new HashSet<HitObject>(EditorBeatmap.HitObjects.Where(obj => isInRange(obj, rangeStart, rangeEnd)));
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if (cumulative)
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{
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pivot = clickedObject;
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newSelection.UnionWith(EditorBeatmap.SelectedHitObjects);
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}
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EditorBeatmap.SelectedHitObjects.Clear();
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EditorBeatmap.SelectedHitObjects.AddRange(newSelection);
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bool isInRange(HitObject hitObject, double start, double end)
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=> hitObject.StartTime >= start && hitObject.GetEndTime() <= end;
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}
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}
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}
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Reference in New Issue
Block a user