diff --git a/osu.Game.Rulesets.Catch/Edit/CatchSelectionHandler.cs b/osu.Game.Rulesets.Catch/Edit/CatchSelectionHandler.cs index d35d74d93d..7eebf04ca2 100644 --- a/osu.Game.Rulesets.Catch/Edit/CatchSelectionHandler.cs +++ b/osu.Game.Rulesets.Catch/Edit/CatchSelectionHandler.cs @@ -1,9 +1,12 @@ // Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. +using System; +using System.Collections.Generic; using System.Linq; using osu.Framework.Allocation; using osu.Game.Rulesets.Catch.Objects; +using osu.Game.Rulesets.Catch.UI; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.UI; using osu.Game.Rulesets.UI.Scrolling; @@ -24,15 +27,20 @@ namespace osu.Game.Rulesets.Catch.Edit var blueprint = moveEvent.Blueprint; Vector2 originalPosition = HitObjectContainer.ToLocalSpace(blueprint.ScreenSpaceSelectionPoint); Vector2 targetPosition = HitObjectContainer.ToLocalSpace(blueprint.ScreenSpaceSelectionPoint + moveEvent.ScreenSpaceDelta); + float deltaX = targetPosition.X - originalPosition.X; + deltaX = limitMovement(deltaX, EditorBeatmap.SelectedHitObjects); + + if (deltaX == 0) + { + // Even if there is no positional change, there may be a time change. + return true; + } EditorBeatmap.PerformOnSelection(h => { if (!(h is CatchHitObject hitObject)) return; - if (hitObject is BananaShower) return; - - // TODO: confine in bounds hitObject.OriginalX += deltaX; // Move the nested hit objects to give an instant result before nested objects are recreated. @@ -42,5 +50,67 @@ namespace osu.Game.Rulesets.Catch.Edit return true; } + + /// + /// Limit positional movement of the objects by the constraint that moved objects should stay in bounds. + /// + /// The positional movement. + /// The objects to be moved. + /// The positional movement with the restriction applied. + private float limitMovement(float deltaX, IEnumerable movingObjects) + { + float minX = float.PositiveInfinity; + float maxX = float.NegativeInfinity; + + foreach (float x in movingObjects.SelectMany(getOriginalPositions)) + { + minX = Math.Min(minX, x); + maxX = Math.Max(maxX, x); + } + + // To make an object with position `x` stay in bounds after `deltaX` movement, `0 <= x + deltaX <= WIDTH` should be satisfied. + // Subtracting `x`, we get `-x <= deltaX <= WIDTH - x`. + // We only need to apply the inequality to extreme values of `x`. + float lowerBound = -minX; + float upperBound = CatchPlayfield.WIDTH - maxX; + // The inequality may be unsatisfiable if the objects were already out of bounds. + // In that case, don't move objects at all. + if (lowerBound > upperBound) + return 0; + + return Math.Clamp(deltaX, lowerBound, upperBound); + } + + /// + /// Enumerate X positions that should be contained in-bounds after move offset is applied. + /// + private IEnumerable getOriginalPositions(HitObject hitObject) + { + switch (hitObject) + { + case Fruit fruit: + yield return fruit.OriginalX; + + break; + + case JuiceStream juiceStream: + foreach (var nested in juiceStream.NestedHitObjects.OfType()) + { + // Even if `OriginalX` is outside the playfield, tiny droplets can be moved inside the playfield after the random offset application. + if (!(nested is TinyDroplet)) + yield return nested.OriginalX; + } + + break; + + case BananaShower _: + // A banana shower occupies the whole screen width. + // If the selection contains a banana shower, the selection cannot be moved horizontally. + yield return 0; + yield return CatchPlayfield.WIDTH; + + break; + } + } } }