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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System ;
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using System.Collections.Generic ;
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using System.Diagnostics ;
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using System.Linq ;
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using osu.Framework.Allocation ;
using osu.Framework.Graphics ;
using osu.Framework.Graphics.Containers ;
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using osu.Framework.Graphics.Primitives ;
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using osu.Framework.Input ;
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using osu.Framework.Input.Bindings ;
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using osu.Framework.Input.Events ;
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using osu.Framework.Timing ;
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using osu.Game.Rulesets.Edit ;
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using osu.Game.Rulesets.Objects ;
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using osu.Game.Rulesets.Objects.Drawables ;
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using osuTK ;
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using osuTK.Input ;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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/// <summary>
/// A container which provides a "blueprint" display of hitobjects.
/// Includes selection and manipulation support via a <see cref="SelectionHandler"/>.
/// </summary>
public abstract class BlueprintContainer : CompositeDrawable , IKeyBindingHandler < PlatformAction >
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{
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public event Action < IEnumerable < HitObject > > SelectionChanged ;
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protected DragBox DragBox { get ; private set ; }
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private SelectionBlueprintContainer selectionBlueprints ;
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private SelectionHandler selectionHandler ;
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[Resolved]
private IAdjustableClock adjustableClock { get ; set ; }
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[Resolved]
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private EditorBeatmap beatmap { get ; set ; }
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[Resolved(canBeNull: true)]
private IDistanceSnapProvider snapProvider { get ; set ; }
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protected BlueprintContainer ( )
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{
RelativeSizeAxes = Axes . Both ;
}
[BackgroundDependencyLoader]
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private void load ( )
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{
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selectionHandler = CreateSelectionHandler ( ) ;
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selectionHandler . DeselectAll = deselectAll ;
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AddRangeInternal ( new [ ]
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{
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DragBox = CreateDragBox ( select ) ,
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selectionHandler ,
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selectionBlueprints = new SelectionBlueprintContainer { RelativeSizeAxes = Axes . Both } ,
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DragBox . CreateProxy ( ) . With ( p = > p . Depth = float . MinValue )
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} ) ;
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foreach ( var obj in beatmap . HitObjects )
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AddBlueprintFor ( obj ) ;
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}
protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
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beatmap . HitObjectAdded + = AddBlueprintFor ;
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beatmap . HitObjectRemoved + = removeBlueprintFor ;
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}
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/// <summary>
/// Creates a <see cref="SelectionHandler"/> which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
/// </summary>
protected virtual SelectionHandler CreateSelectionHandler ( ) = > new SelectionHandler ( ) ;
/// <summary>
/// Creates a <see cref="SelectionBlueprint"/> for a specific <see cref="DrawableHitObject"/>.
/// </summary>
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to create the overlay for.</param>
protected virtual SelectionBlueprint CreateBlueprintFor ( HitObject hitObject ) = > null ;
protected virtual DragBox CreateDragBox ( Action < RectangleF > performSelect ) = > new DragBox ( performSelect ) ;
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protected override bool OnMouseDown ( MouseDownEvent e )
{
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beginClickSelection ( e ) ;
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return e . Button = = MouseButton . Left ;
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}
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protected override bool OnClick ( ClickEvent e )
{
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if ( e . Button = = MouseButton . Right )
return false ;
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// Deselection should only occur if no selected blueprints are hovered
// A special case for when a blueprint was selected via this click is added since OnClick() may occur outside the hitobject and should not trigger deselection
if ( endClickSelection ( ) | | selectionHandler . SelectedBlueprints . Any ( b = > b . IsHovered ) )
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return true ;
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deselectAll ( ) ;
return true ;
}
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protected override bool OnDoubleClick ( DoubleClickEvent e )
{
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if ( e . Button = = MouseButton . Right )
return false ;
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SelectionBlueprint clickedBlueprint = selectionHandler . SelectedBlueprints . FirstOrDefault ( b = > b . IsHovered ) ;
if ( clickedBlueprint = = null )
return false ;
adjustableClock ? . Seek ( clickedBlueprint . DrawableObject . HitObject . StartTime ) ;
return true ;
}
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protected override bool OnMouseUp ( MouseUpEvent e )
{
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// Special case for when a drag happened instead of a click
Schedule ( ( ) = > endClickSelection ( ) ) ;
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return e . Button = = MouseButton . Left ;
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}
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protected override bool OnDragStart ( DragStartEvent e )
{
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if ( e . Button = = MouseButton . Right )
return false ;
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if ( ! beginSelectionMovement ( ) )
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{
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if ( ! DragBox . UpdateDrag ( e ) )
return false ;
DragBox . FadeIn ( 250 , Easing . OutQuint ) ;
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}
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return true ;
}
protected override bool OnDrag ( DragEvent e )
{
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if ( e . Button = = MouseButton . Right )
return false ;
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if ( ! moveCurrentSelection ( e ) )
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{
if ( ! DragBox . UpdateDrag ( e ) )
return false ;
}
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return true ;
}
protected override bool OnDragEnd ( DragEndEvent e )
{
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if ( e . Button = = MouseButton . Right )
return false ;
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if ( ! finishSelectionMovement ( ) )
{
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DragBox . FadeOut ( 250 , Easing . OutQuint ) ;
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selectionHandler . UpdateVisibility ( ) ;
}
return true ;
}
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protected override bool OnKeyDown ( KeyDownEvent e )
{
switch ( e . Key )
{
case Key . Escape :
if ( ! selectionHandler . SelectedBlueprints . Any ( ) )
return false ;
deselectAll ( ) ;
return true ;
}
return false ;
}
protected override bool OnKeyUp ( KeyUpEvent e ) = > false ;
public bool OnPressed ( PlatformAction action )
{
switch ( action . ActionType )
{
case PlatformActionType . SelectAll :
selectAll ( ) ;
return true ;
}
return false ;
}
public bool OnReleased ( PlatformAction action ) = > false ;
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#region Blueprint Addition / Removal
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private void removeBlueprintFor ( HitObject hitObject )
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{
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var blueprint = selectionBlueprints . SingleOrDefault ( m = > m . DrawableObject . HitObject = = hitObject ) ;
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if ( blueprint = = null )
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return ;
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blueprint . Deselect ( ) ;
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blueprint . Selected - = onBlueprintSelected ;
blueprint . Deselected - = onBlueprintDeselected ;
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selectionBlueprints . Remove ( blueprint ) ;
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}
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protected virtual void AddBlueprintFor ( HitObject hitObject )
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{
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var blueprint = CreateBlueprintFor ( hitObject ) ;
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if ( blueprint = = null )
return ;
blueprint . Selected + = onBlueprintSelected ;
blueprint . Deselected + = onBlueprintDeselected ;
selectionBlueprints . Add ( blueprint ) ;
}
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#endregion
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#region Selection
/// <summary>
/// Whether a blueprint was selected by a previous click event.
/// </summary>
private bool clickSelectionBegan ;
/// <summary>
/// Attempts to select any hovered blueprints.
/// </summary>
/// <param name="e">The input event that triggered this selection.</param>
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private void beginClickSelection ( MouseButtonEvent e )
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{
Debug . Assert ( ! clickSelectionBegan ) ;
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// Deselections are only allowed for control + left clicks
bool allowDeselection = e . ControlPressed & & e . Button = = MouseButton . Left ;
// Todo: This is probably incorrectly disallowing multiple selections on stacked objects
if ( ! allowDeselection & & selectionHandler . SelectedBlueprints . Any ( s = > s . IsHovered ) )
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return ;
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foreach ( SelectionBlueprint blueprint in selectionBlueprints . AliveBlueprints )
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{
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if ( blueprint . IsHovered )
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{
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selectionHandler . HandleSelectionRequested ( blueprint , e . CurrentState ) ;
clickSelectionBegan = true ;
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break ;
}
}
}
/// <summary>
/// Finishes the current blueprint selection.
/// </summary>
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/// <returns>Whether a click selection was active.</returns>
private bool endClickSelection ( )
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{
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if ( ! clickSelectionBegan )
return false ;
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clickSelectionBegan = false ;
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return true ;
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}
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/// <summary>
/// Select all masks in a given rectangle selection area.
/// </summary>
/// <param name="rect">The rectangle to perform a selection on in screen-space coordinates.</param>
private void select ( RectangleF rect )
{
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foreach ( var blueprint in selectionBlueprints )
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{
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if ( blueprint . IsAlive & & blueprint . IsPresent & & rect . Contains ( blueprint . SelectionPoint ) )
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blueprint . Select ( ) ;
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else
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blueprint . Deselect ( ) ;
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}
}
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/// <summary>
/// Selects all <see cref="SelectionBlueprint"/>s.
/// </summary>
private void selectAll ( )
{
selectionBlueprints . ToList ( ) . ForEach ( m = > m . Select ( ) ) ;
selectionHandler . UpdateVisibility ( ) ;
}
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/// <summary>
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/// Deselects all selected <see cref="SelectionBlueprint"/>s.
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/// </summary>
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private void deselectAll ( ) = > selectionHandler . SelectedBlueprints . ToList ( ) . ForEach ( m = > m . Deselect ( ) ) ;
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private void onBlueprintSelected ( SelectionBlueprint blueprint )
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{
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selectionHandler . HandleSelected ( blueprint ) ;
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selectionBlueprints . ChangeChildDepth ( blueprint , 1 ) ;
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SelectionChanged ? . Invoke ( selectionHandler . SelectedHitObjects ) ;
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}
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private void onBlueprintDeselected ( SelectionBlueprint blueprint )
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{
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selectionHandler . HandleDeselected ( blueprint ) ;
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selectionBlueprints . ChangeChildDepth ( blueprint , 0 ) ;
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SelectionChanged ? . Invoke ( selectionHandler . SelectedHitObjects ) ;
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}
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#endregion
#region Selection Movement
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private Vector2 ? screenSpaceMovementStartPosition ;
private SelectionBlueprint movementBlueprint ;
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/// <summary>
/// Attempts to begin the movement of any selected blueprints.
/// </summary>
/// <returns>Whether movement began.</returns>
private bool beginSelectionMovement ( )
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{
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Debug . Assert ( movementBlueprint = = null ) ;
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// Any selected blueprint that is hovered can begin the movement of the group, however only the earliest hitobject is used for movement
// A special case is added for when a click selection occurred before the drag
if ( ! clickSelectionBegan & & ! selectionHandler . SelectedBlueprints . Any ( b = > b . IsHovered ) )
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return false ;
// Movement is tracked from the blueprint of the earliest hitobject, since it only makes sense to distance snap from that hitobject
movementBlueprint = selectionHandler . SelectedBlueprints . OrderBy ( b = > b . DrawableObject . HitObject . StartTime ) . First ( ) ;
screenSpaceMovementStartPosition = movementBlueprint . DrawableObject . ToScreenSpace ( movementBlueprint . DrawableObject . OriginPosition ) ;
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return true ;
}
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/// <summary>
/// Moves the current selected blueprints.
/// </summary>
/// <param name="e">The <see cref="DragEvent"/> defining the movement event.</param>
/// <returns>Whether a movement was active.</returns>
private bool moveCurrentSelection ( DragEvent e )
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{
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if ( movementBlueprint = = null )
return false ;
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Debug . Assert ( screenSpaceMovementStartPosition ! = null ) ;
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Vector2 startPosition = screenSpaceMovementStartPosition . Value ;
HitObject draggedObject = movementBlueprint . DrawableObject . HitObject ;
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// The final movement position, relative to screenSpaceMovementStartPosition
Vector2 movePosition = startPosition + e . ScreenSpaceMousePosition - e . ScreenSpaceMouseDownPosition ;
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( Vector2 snappedPosition , double snappedTime ) = snapProvider . GetSnappedPosition ( ToLocalSpace ( movePosition ) , draggedObject . StartTime ) ;
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// Move the hitobjects
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if ( ! selectionHandler . HandleMovement ( new MoveSelectionEvent ( movementBlueprint , startPosition , ToScreenSpace ( snappedPosition ) ) ) )
return true ;
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// Apply the start time at the newly snapped-to position
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double offset = snappedTime - draggedObject . StartTime ;
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foreach ( HitObject obj in selectionHandler . SelectedHitObjects )
obj . StartTime + = offset ;
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return true ;
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}
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/// <summary>
/// Finishes the current movement of selected blueprints.
/// </summary>
/// <returns>Whether a movement was active.</returns>
private bool finishSelectionMovement ( )
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{
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if ( movementBlueprint = = null )
return false ;
screenSpaceMovementStartPosition = null ;
movementBlueprint = null ;
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return true ;
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}
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#endregion
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protected override void Dispose ( bool isDisposing )
{
base . Dispose ( isDisposing ) ;
if ( beatmap ! = null )
{
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beatmap . HitObjectAdded - = AddBlueprintFor ;
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beatmap . HitObjectRemoved - = removeBlueprintFor ;
}
}
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private class SelectionBlueprintContainer : Container < SelectionBlueprint >
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{
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public IEnumerable < SelectionBlueprint > AliveBlueprints = > AliveInternalChildren . Cast < SelectionBlueprint > ( ) ;
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protected override int Compare ( Drawable x , Drawable y )
{
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if ( ! ( x is SelectionBlueprint xBlueprint ) | | ! ( y is SelectionBlueprint yBlueprint ) )
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return base . Compare ( x , y ) ;
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return Compare ( xBlueprint , yBlueprint ) ;
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}
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public int Compare ( SelectionBlueprint x , SelectionBlueprint y )
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{
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// dpeth is used to denote selected status (we always want selected blueprints to handle input first).
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int d = x . Depth . CompareTo ( y . Depth ) ;
if ( d ! = 0 )
return d ;
// Put earlier hitobjects towards the end of the list, so they handle input first
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int i = y . DrawableObject . HitObject . StartTime . CompareTo ( x . DrawableObject . HitObject . StartTime ) ;
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return i = = 0 ? CompareReverseChildID ( x , y ) : i ;
}
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}
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}
}