Refactor SelectionBlueprint and MoveSelectionEvent to work in screen-space coordinates

Until now, the implementation of the overrides in `SelectionBlueprint`
have been confusing to the point where I would just implement by
trial-and-error (or copying from an existing implementation). This was
due to a combination of using "object" space coordinates
(ie. the thing the `Blueprint` is operating on) and screen-space coordinates.

This change switches all event related coordinates to screen-space,
which is how we already handle rotation/scale operations. With the
introduction of other editor types where the related objects are
drawables, this also makes a lot more sense.
This commit is contained in:
Dean Herbert
2021-04-29 15:29:25 +09:00
parent 5b009c21bb
commit 9c62c90cfc
8 changed files with 27 additions and 23 deletions

View File

@ -436,14 +436,17 @@ namespace osu.Game.Screens.Edit.Compose.Components
// check for positional snap for every object in selection (for things like object-object snapping)
for (var i = 0; i < movementBlueprintOriginalPositions.Length; i++)
{
var testPosition = movementBlueprintOriginalPositions[i] + distanceTravelled;
Vector2 originalPosition = movementBlueprintOriginalPositions[i];
var testPosition = originalPosition + distanceTravelled;
var positionalResult = snapProvider.SnapScreenSpacePositionToValidPosition(testPosition);
if (positionalResult.ScreenSpacePosition == testPosition) continue;
var delta = positionalResult.ScreenSpacePosition - movementBlueprints[i].ScreenSpaceSelectionPoint;
// attempt to move the objects, and abort any time based snapping if we can.
if (SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints[i], positionalResult.ScreenSpacePosition)))
if (SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints[i], delta)))
return true;
}
}
@ -459,14 +462,14 @@ namespace osu.Game.Screens.Edit.Compose.Components
if (result == null)
{
return SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints.First(), movePosition));
return SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints.First(), movePosition - movementBlueprints.First().ScreenSpaceSelectionPoint));
}
return ApplySnapResult(movementBlueprints, result);
}
protected virtual bool ApplySnapResult(SelectionBlueprint<T>[] blueprints, SnapResult result) =>
SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(blueprints.First(), result.ScreenSpacePosition));
SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(blueprints.First(), result.ScreenSpacePosition - blueprints.First().ScreenSpaceSelectionPoint));
/// <summary>
/// Finishes the current movement of selected blueprints.