Implement drag operation for multiple path control points

This commit is contained in:
Bartłomiej Dach
2021-12-20 21:29:57 +01:00
parent a9408485cc
commit d2417beeac
3 changed files with 39 additions and 21 deletions

View File

@ -213,26 +213,28 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
#region Drag handling
private Vector2 dragStartPosition;
private PathType? dragPathType;
private Vector2[] dragStartPositions;
private PathType?[] dragPathTypes;
private HashSet<PathControlPoint> draggedControlPoints;
private void dragStarted(PathControlPoint controlPoint)
private void dragStarted()
{
dragStartPosition = controlPoint.Position;
dragPathType = slider.Path.PointsInSegment(controlPoint).First().Type;
dragStartPositions = slider.Path.ControlPoints.Select(point => point.Position).ToArray();
dragPathTypes = slider.Path.ControlPoints.Select(point => point.Type).ToArray();
draggedControlPoints = new HashSet<PathControlPoint>(Pieces.Where(piece => piece.IsSelected.Value).Select(piece => piece.ControlPoint));
changeHandler?.BeginChange();
}
private void dragInProgress(PathControlPoint controlPoint, DragEvent e)
private void dragInProgress(DragEvent e)
{
Vector2[] oldControlPoints = slider.Path.ControlPoints.Select(cp => cp.Position).ToArray();
var oldPosition = slider.Position;
double oldStartTime = slider.StartTime;
if (controlPoint == slider.Path.ControlPoints[0])
if (draggedControlPoints.Contains(slider.Path.ControlPoints[0]))
{
// Special handling for the head control point - the position of the slider changes which means the snapped position and time have to be taken into account
// Special handling for selections containing head control point - the position of the slider changes which means the snapped position and time have to be taken into account
var result = snapProvider?.SnapScreenSpacePositionToValidTime(e.ScreenSpaceMousePosition);
Vector2 movementDelta = Parent.ToLocalSpace(result?.ScreenSpacePosition ?? e.ScreenSpaceMousePosition) - slider.Position;
@ -240,12 +242,26 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
slider.Position += movementDelta;
slider.StartTime = result?.Time ?? slider.StartTime;
// Since control points are relative to the position of the slider, they all need to be offset backwards by the delta
for (int i = 1; i < slider.Path.ControlPoints.Count; i++)
slider.Path.ControlPoints[i].Position -= movementDelta;
{
var controlPoint = slider.Path.ControlPoints[i];
// Since control points are relative to the position of the slider, all points that are _not_ selected
// need to be offset _back_ by the delta corresponding to the movement of the head point.
// All other selected control points (if any) will move together with the head point
// (and so they will not move at all, relative to each other).
if (!draggedControlPoints.Contains(controlPoint))
controlPoint.Position -= movementDelta;
}
}
else
controlPoint.Position = dragStartPosition + (e.MousePosition - e.MouseDownPosition);
{
for (int i = 0; i < controlPoints.Count; ++i)
{
var controlPoint = controlPoints[i];
if (draggedControlPoints.Contains(controlPoint))
controlPoint.Position = dragStartPositions[i] + (e.MousePosition - e.MouseDownPosition);
}
}
if (!slider.Path.HasValidLength)
{
@ -257,8 +273,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
return;
}
// Maintain the path type in case it got defaulted to bezier at some point during the drag.
slider.Path.PointsInSegment(controlPoint).First().Type = dragPathType;
// Maintain the path types in case they got defaulted to bezier at some point during the drag.
for (int i = 0; i < slider.Path.ControlPoints.Count; i++)
slider.Path.ControlPoints[i].Type = dragPathTypes[i];
}
private void dragEnded() => changeHandler?.EndChange();