diff --git a/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs b/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs index 634897e3d5..66adcd62a6 100644 --- a/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs +++ b/osu.Game.Rulesets.Osu/Edit/Blueprints/Sliders/SliderSelectionBlueprint.cs @@ -409,8 +409,12 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders public override Vector2 ScreenSpaceSelectionPoint => DrawableObject.SliderBody?.ToScreenSpace(DrawableObject.SliderBody.PathOffset) ?? BodyPiece.ToScreenSpace(BodyPiece.PathStartLocation); - public override Vector2 ScreenSpaceEndPoint => DrawableObject.SliderBody?.ToScreenSpace(DrawableObject.SliderBody.PathEndOffset) - ?? BodyPiece.ToScreenSpace(BodyPiece.PathEndLocation); + public override Vector2[] ScreenSpaceSelectionPoints => new Vector2[] + { + ScreenSpaceSelectionPoint, + DrawableObject.SliderBody?.ToScreenSpace(DrawableObject.SliderBody.PathEndOffset) + ?? BodyPiece.ToScreenSpace(BodyPiece.PathEndLocation) + }; public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => BodyPiece.ReceivePositionalInputAt(screenSpacePos) || ControlPointVisualiser?.Pieces.Any(p => p.ReceivePositionalInputAt(screenSpacePos)) == true; diff --git a/osu.Game/Rulesets/Edit/HitObjectSelectionBlueprint.cs b/osu.Game/Rulesets/Edit/HitObjectSelectionBlueprint.cs index 3aa086582f..93b889792b 100644 --- a/osu.Game/Rulesets/Edit/HitObjectSelectionBlueprint.cs +++ b/osu.Game/Rulesets/Edit/HitObjectSelectionBlueprint.cs @@ -48,8 +48,6 @@ namespace osu.Game.Rulesets.Edit public override Vector2 ScreenSpaceSelectionPoint => DrawableObject.ScreenSpaceDrawQuad.Centre; - public override Vector2 ScreenSpaceEndPoint => DrawableObject.ScreenSpaceDrawQuad.Centre; - public override Quad SelectionQuad => DrawableObject.ScreenSpaceDrawQuad; } diff --git a/osu.Game/Rulesets/Edit/SelectionBlueprint.cs b/osu.Game/Rulesets/Edit/SelectionBlueprint.cs index a27a59be34..3b86dbbe81 100644 --- a/osu.Game/Rulesets/Edit/SelectionBlueprint.cs +++ b/osu.Game/Rulesets/Edit/SelectionBlueprint.cs @@ -4,6 +4,7 @@ #nullable disable using System; +using System.Collections.Generic; using osu.Framework; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; @@ -125,14 +126,15 @@ namespace osu.Game.Rulesets.Edit public virtual MenuItem[] ContextMenuItems => Array.Empty(); /// - /// The screen-space point that causes this to be selected via a drag. + /// The screen-space main point that causes this to be selected via a drag. /// public virtual Vector2 ScreenSpaceSelectionPoint => ScreenSpaceDrawQuad.Centre; /// - /// The screen-space point that mark end of this . + /// The screen-space collection of base points that cause this to be selected via a drag. + /// The first element of this collection is /// - public virtual Vector2 ScreenSpaceEndPoint => ScreenSpaceDrawQuad.Centre; + public virtual Vector2[] ScreenSpaceSelectionPoints => new Vector2[] { ScreenSpaceSelectionPoint }; /// /// The screen-space quad that outlines this for selections. diff --git a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs index 49e4ab5300..750b7697b8 100644 --- a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs +++ b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs @@ -439,8 +439,7 @@ namespace osu.Game.Screens.Edit.Compose.Components #region Selection Movement - private Vector2[] movementBlueprintOriginalPositions; - private Vector2[] movementBlueprintOriginalEndPositions; + private Vector2[][] movementBlueprintsOriginalPositions; private SelectionBlueprint[] movementBlueprints; private bool isDraggingBlueprint; @@ -460,9 +459,7 @@ namespace osu.Game.Screens.Edit.Compose.Components // Movement is tracked from the blueprint of the earliest item, since it only makes sense to distance snap from that item movementBlueprints = SortForMovement(SelectionHandler.SelectedBlueprints).ToArray(); - movementBlueprintOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint).ToArray(); - movementBlueprintOriginalEndPositions = movementBlueprints.Where(m => m.ScreenSpaceSelectionPoint != m.ScreenSpaceEndPoint) - .Select(m => m.ScreenSpaceEndPoint).ToArray(); + movementBlueprintsOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoints).ToArray(); return true; } @@ -484,30 +481,24 @@ namespace osu.Game.Screens.Edit.Compose.Components if (movementBlueprints == null) return false; - Debug.Assert(movementBlueprintOriginalPositions != null); + Debug.Assert(movementBlueprintsOriginalPositions != null); Vector2 distanceTravelled = e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition; if (snapProvider != null) { - var currentSelectionPointPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint).ToArray(); - - if (checkSnappingForNearbyObjects(distanceTravelled, movementBlueprintOriginalPositions, currentSelectionPointPositions)) - return true; - - var currentEndPointPositions = movementBlueprints.Where(m => m.ScreenSpaceSelectionPoint != m.ScreenSpaceEndPoint) - .Select(m => m.ScreenSpaceEndPoint) - .ToArray(); - - if (checkSnappingForNearbyObjects(distanceTravelled, movementBlueprintOriginalEndPositions, currentEndPointPositions)) - return true; + for (int i = 0; i < movementBlueprints.Length; i++) + { + if (checkSnappingBlueprintToNearbyObjects(movementBlueprints[i], distanceTravelled, movementBlueprintsOriginalPositions[i])) + return true; + } } // if no positional snapping could be performed, try unrestricted snapping from the earliest // item in the selection. // The final movement position, relative to movementBlueprintOriginalPosition. - Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTravelled; + Vector2 movePosition = movementBlueprintsOriginalPositions.First().First() + distanceTravelled; // Retrieve a snapped position. var result = snapProvider?.FindSnappedPositionAndTime(movePosition, ~SnapType.NearbyObjects); @@ -521,14 +512,16 @@ namespace osu.Game.Screens.Edit.Compose.Components } /// - /// Check for positional snap for every given positions. + /// Check for positional snap for given blueprint. /// + /// The blueprint to check for snapping /// Distance traveled since start of dragging action. - /// The position of objects before start of dragging action. - /// The positions of object at the current time. + /// The selection positions of blueprint before start of dragging action. /// Whether found object to snap to. - private bool checkSnappingForNearbyObjects(Vector2 distanceTravelled, Vector2[] originalPositions, Vector2[] currentPositions) + private bool checkSnappingBlueprintToNearbyObjects(SelectionBlueprint blueprint, Vector2 distanceTravelled, Vector2[] originalPositions) { + var currentPositions = blueprint.ScreenSpaceSelectionPoints; + for (int i = 0; i < originalPositions.Length; i++) { Vector2 originalPosition = originalPositions[i]; @@ -541,7 +534,7 @@ namespace osu.Game.Screens.Edit.Compose.Components var delta = positionalResult.ScreenSpacePosition - currentPositions[i]; // attempt to move the objects, and abort any time based snapping if we can. - if (SelectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprints[i], delta))) + if (SelectionHandler.HandleMovement(new MoveSelectionEvent(blueprint, delta))) return true; } @@ -560,7 +553,7 @@ namespace osu.Game.Screens.Edit.Compose.Components if (movementBlueprints == null) return false; - movementBlueprintOriginalPositions = null; + movementBlueprintsOriginalPositions = null; movementBlueprints = null; return true;