Use slider snapping more liberally to match user expectations

Previously the slider path length would be snapped using the current
beat snap setting on *every* change of the slider path. As it turns out
this is unexpected behaviour in some situations (e.g. when reversing a
path, which is expected to preserve the previous duration, even though
the slider may be technically "unsnapped" at that point in time due to a
different beat snap setting being selected afterwards).
This commit is contained in:
Bartłomiej Dach
2022-01-07 15:11:38 +01:00
parent d2f44813dd
commit c09f6ee052
4 changed files with 37 additions and 9 deletions

View File

@ -80,7 +80,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
controlPoints.BindTo(HitObject.Path.ControlPoints);
pathVersion.BindTo(HitObject.Path.Version);
pathVersion.BindValueChanged(_ => updatePath());
pathVersion.BindValueChanged(_ => editorBeatmap?.Update(HitObject));
BodyPiece.UpdateFrom(HitObject);
}
@ -208,6 +208,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
// Move the control points from the insertion index onwards to make room for the insertion
controlPoints.Insert(insertionIndex, pathControlPoint);
HitObject.SnapTo(composer);
return pathControlPoint;
}
@ -227,7 +229,10 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
controlPoints.Remove(c);
}
// If there are 0 or 1 remaining control points, the slider is in a degenerate (single point) form and should be deleted
// Snap the slider to the current beat divisor before checking length validity.
HitObject.SnapTo(composer);
// If there are 0 or 1 remaining control points, or the slider has an invalid length, it is in a degenerate form and should be deleted
if (controlPoints.Count <= 1 || !HitObject.Path.HasValidLength)
{
placementHandler?.Delete(HitObject);
@ -242,12 +247,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
HitObject.Position += first;
}
private void updatePath()
{
HitObject.Path.ExpectedDistance.Value = composer?.GetSnappedDistanceFromDistance(HitObject, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance;
editorBeatmap?.Update(HitObject);
}
private void convertToStream()
{
if (editorBeatmap == null || changeHandler == null || beatDivisor == null)