diff --git a/osu.Game.Rulesets.Osu/Beatmaps/OsuBeatmapProcessor.cs b/osu.Game.Rulesets.Osu/Beatmaps/OsuBeatmapProcessor.cs index d3359135861d..0e775531771d 100644 --- a/osu.Game.Rulesets.Osu/Beatmaps/OsuBeatmapProcessor.cs +++ b/osu.Game.Rulesets.Osu/Beatmaps/OsuBeatmapProcessor.cs @@ -42,7 +42,12 @@ public override void PostProcess() { base.PostProcess(); - var hitObjects = Beatmap.HitObjects as List ?? Beatmap.HitObjects.OfType().ToList(); + ApplyStacking(Beatmap); + } + + internal static void ApplyStacking(IBeatmap beatmap) + { + var hitObjects = beatmap.HitObjects as List ?? beatmap.HitObjects.OfType().ToList(); if (hitObjects.Count > 0) { @@ -50,14 +55,14 @@ public override void PostProcess() foreach (var h in hitObjects) h.StackHeight = 0; - if (Beatmap.BeatmapInfo.BeatmapVersion >= 6) - applyStacking(Beatmap.BeatmapInfo, hitObjects, 0, hitObjects.Count - 1); + if (beatmap.BeatmapInfo.BeatmapVersion >= 6) + applyStacking(beatmap.BeatmapInfo, hitObjects, 0, hitObjects.Count - 1); else - applyStackingOld(Beatmap.BeatmapInfo, hitObjects); + applyStackingOld(beatmap.BeatmapInfo, hitObjects); } } - private void applyStacking(BeatmapInfo beatmapInfo, List hitObjects, int startIndex, int endIndex) + private static void applyStacking(BeatmapInfo beatmapInfo, List hitObjects, int startIndex, int endIndex) { ArgumentOutOfRangeException.ThrowIfGreaterThan(startIndex, endIndex); ArgumentOutOfRangeException.ThrowIfNegative(startIndex); @@ -209,7 +214,7 @@ private void applyStacking(BeatmapInfo beatmapInfo, List hitObject } } - private void applyStackingOld(BeatmapInfo beatmapInfo, List hitObjects) + private static void applyStackingOld(BeatmapInfo beatmapInfo, List hitObjects) { for (int i = 0; i < hitObjects.Count; i++) { diff --git a/osu.Game.Rulesets.Osu/Edit/OsuHitObjectComposer.cs b/osu.Game.Rulesets.Osu/Edit/OsuHitObjectComposer.cs index 26bd96cc3a7c..3c1d0fbb1c52 100644 --- a/osu.Game.Rulesets.Osu/Edit/OsuHitObjectComposer.cs +++ b/osu.Game.Rulesets.Osu/Edit/OsuHitObjectComposer.cs @@ -295,6 +295,12 @@ private bool snapToVisibleBlueprints(Vector2 screenSpacePosition, out SnapResult if (Vector2.Distance(closestSnapPosition, screenSpacePosition) < snapRadius) { + // if the snap target is a stacked object, snap to its unstacked position rather than its stacked position. + // this is intended to make working with stacks easier (because thanks to this, you can drag an object to any + // of the items on the stack to add an object to it, rather than having to drag to the position of the *first* object on it at all times). + if (b.Item is OsuHitObject osuObject && osuObject.StackOffset != Vector2.Zero) + closestSnapPosition = b.ToScreenSpace(b.ToLocalSpace(closestSnapPosition) - osuObject.StackOffset); + // only return distance portion, since time is not really valid snapResult = new SnapResult(closestSnapPosition, null, playfield); return true; diff --git a/osu.Game.Rulesets.Osu/Edit/OsuSelectionHandler.cs b/osu.Game.Rulesets.Osu/Edit/OsuSelectionHandler.cs index 41d47d31d017..2ca7664d5d59 100644 --- a/osu.Game.Rulesets.Osu/Edit/OsuSelectionHandler.cs +++ b/osu.Game.Rulesets.Osu/Edit/OsuSelectionHandler.cs @@ -13,6 +13,7 @@ using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Types; +using osu.Game.Rulesets.Osu.Beatmaps; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.UI; using osu.Game.Screens.Edit.Compose.Components; @@ -50,12 +51,33 @@ public override bool HandleMovement(MoveSelectionEvent moveEvent) { var hitObjects = selectedMovableObjects; + var localDelta = this.ScreenSpaceDeltaToParentSpace(moveEvent.ScreenSpaceDelta); + + // this conditional is a rather ugly special case for stacks. + // as it turns out, adding the `EditorBeatmap.Update()` call at the end of this would cause stacked objects to jitter when moved around + // (they would stack and then unstack every frame). + // the reason for that is that the selection handling abstractions are not aware of the distinction between "displayed" and "actual" position + // which is unique to osu! due to stacking being applied as a post-processing step. + // therefore, the following loop would occur: + // - on frame 1 the blueprint is snapped to the stack's baseline position. `EditorBeatmap.Update()` applies stacking successfully, + // the blueprint moves up the stack from its original drag position. + // - on frame 2 the blueprint's position is now the *stacked* position, which is interpreted higher up as *manually performing an unstack* + // to the blueprint's unstacked position (as the machinery higher up only cares about differences in screen space position). + if (hitObjects.Any(h => Precision.AlmostEquals(localDelta, -h.StackOffset))) + return true; + // this will potentially move the selection out of bounds... foreach (var h in hitObjects) - h.Position += this.ScreenSpaceDeltaToParentSpace(moveEvent.ScreenSpaceDelta); + h.Position += localDelta; // but this will be corrected. moveSelectionInBounds(); + + // manually update stacking. + // this intentionally bypasses the editor `UpdateState()` / beatmap processor flow for performance reasons, + // as the entire flow is too expensive to run on every movement. + Scheduler.AddOnce(OsuBeatmapProcessor.ApplyStacking, EditorBeatmap); + return true; }