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osu-lazer/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs

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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;
using System.Collections.Specialized;
using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Allocation;
using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
using osu.Game.Graphics.UserInterface;
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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;
using osuTK.Input;
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namespace osu.Game.Screens.Edit.Compose.Components
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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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protected DragBox DragBox { get; private set; }
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protected Container<SelectionBlueprint> SelectionBlueprints { get; private set; }
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private SelectionHandler selectionHandler;
[Resolved(CanBeNull = true)]
private IEditorChangeHandler changeHandler { get; set; }
[Resolved]
private EditorClock editorClock { get; set; }
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[Resolved]
private EditorBeatmap beatmap { get; set; }
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private readonly BindableList<HitObject> selectedHitObjects = new BindableList<HitObject>();
[Resolved(canBeNull: true)]
private IPositionSnapProvider snapProvider { get; set; }
protected BlueprintContainer()
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{
RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load()
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{
selectionHandler = CreateSelectionHandler();
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selectionHandler.DeselectAll = deselectAll;
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AddRangeInternal(new[]
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{
DragBox = CreateDragBox(selectBlueprintsFromDragRectangle),
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selectionHandler,
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SelectionBlueprints = CreateSelectionBlueprintContainer(),
selectionHandler.CreateProxy(),
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DragBox.CreateProxy().With(p => p.Depth = float.MinValue)
});
foreach (var obj in beatmap.HitObjects)
AddBlueprintFor(obj);
selectedHitObjects.BindTo(beatmap.SelectedHitObjects);
selectedHitObjects.CollectionChanged += (selectedObjects, args) =>
{
switch (args.Action)
{
case NotifyCollectionChangedAction.Add:
foreach (var o in args.NewItems)
SelectionBlueprints.FirstOrDefault(b => b.HitObject == o)?.Select();
break;
case NotifyCollectionChangedAction.Remove:
foreach (var o in args.OldItems)
SelectionBlueprints.FirstOrDefault(b => b.HitObject == o)?.Deselect();
break;
}
};
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}
protected override void LoadComplete()
{
base.LoadComplete();
beatmap.HitObjectAdded += AddBlueprintFor;
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beatmap.HitObjectRemoved += removeBlueprintFor;
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}
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protected virtual Container<SelectionBlueprint> CreateSelectionBlueprintContainer() =>
new Container<SelectionBlueprint> { RelativeSizeAxes = Axes.Both };
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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);
protected override bool OnMouseDown(MouseDownEvent e)
{
beginClickSelection(e);
prepareSelectionMovement();
return e.Button == MouseButton.Left;
}
private SelectionBlueprint clickedBlueprint;
protected override bool OnClick(ClickEvent e)
{
if (e.Button == MouseButton.Right)
return false;
// store for double-click handling
clickedBlueprint = selectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered);
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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() || clickedBlueprint != null)
return true;
deselectAll();
return true;
}
protected override bool OnDoubleClick(DoubleClickEvent e)
{
if (e.Button == MouseButton.Right)
return false;
// ensure the blueprint which was hovered for the first click is still the hovered blueprint.
if (clickedBlueprint == null || selectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered) != clickedBlueprint)
return false;
editorClock?.SeekTo(clickedBlueprint.HitObject.StartTime);
return true;
}
protected override void OnMouseUp(MouseUpEvent e)
{
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// Special case for when a drag happened instead of a click
Schedule(() => endClickSelection());
finishSelectionMovement();
}
protected override bool OnDragStart(DragStartEvent e)
{
if (e.Button == MouseButton.Right)
return false;
if (movementBlueprint != null)
{
isDraggingBlueprint = true;
changeHandler?.BeginChange();
return true;
}
if (DragBox.HandleDrag(e))
{
DragBox.Show();
return true;
}
return false;
}
protected override void OnDrag(DragEvent e)
{
if (e.Button == MouseButton.Right)
return;
if (DragBox.State == Visibility.Visible)
DragBox.HandleDrag(e);
moveCurrentSelection(e);
}
protected override void OnDragEnd(DragEndEvent e)
{
if (e.Button == MouseButton.Right)
return;
if (isDraggingBlueprint)
{
changeHandler?.EndChange();
isDraggingBlueprint = false;
}
if (DragBox.State == Visibility.Visible)
{
DragBox.Hide();
selectionHandler.UpdateVisibility();
}
}
protected override bool OnKeyDown(KeyDownEvent e)
{
switch (e.Key)
{
case Key.Escape:
if (!selectionHandler.SelectedBlueprints.Any())
return false;
deselectAll();
return true;
}
return false;
}
public bool OnPressed(PlatformAction action)
{
switch (action.ActionType)
{
case PlatformActionType.SelectAll:
selectAll();
return true;
}
return false;
}
public void OnReleased(PlatformAction action)
{
}
#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.HitObject == hitObject);
if (blueprint == null)
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return;
blueprint.Deselect();
blueprint.Selected -= onBlueprintSelected;
blueprint.Deselected -= onBlueprintDeselected;
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SelectionBlueprints.Remove(blueprint);
if (movementBlueprint == blueprint)
finishSelectionMovement();
}
protected virtual void AddBlueprintFor(HitObject hitObject)
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{
var blueprint = CreateBlueprintFor(hitObject);
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if (blueprint == null)
return;
blueprint.Selected += onBlueprintSelected;
blueprint.Deselected += onBlueprintDeselected;
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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>
private void beginClickSelection(MouseButtonEvent e)
{
Debug.Assert(!clickSelectionBegan);
// 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.AliveChildren)
{
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if (blueprint.IsHovered)
{
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selectionHandler.HandleSelectionRequested(blueprint, e.CurrentState);
clickSelectionBegan = true;
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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if (!clickSelectionBegan)
return false;
clickSelectionBegan = false;
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return true;
}
/// <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 selectBlueprintsFromDragRectangle(RectangleF rect)
{
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foreach (var blueprint in SelectionBlueprints)
{
// only run when utmost necessary to avoid unnecessary rect computations.
bool isValidForSelection() => blueprint.IsAlive && blueprint.IsPresent && rect.Contains(blueprint.ScreenSpaceSelectionPoint);
switch (blueprint.State)
{
case SelectionState.NotSelected:
if (isValidForSelection())
blueprint.Select();
break;
case SelectionState.Selected:
// if the editor is playing, we generally don't want to deselect objects even if outside the selection area.
if (!editorClock.IsRunning && !isValidForSelection())
blueprint.Deselect();
break;
}
}
}
/// <summary>
/// Selects all <see cref="SelectionBlueprint"/>s.
/// </summary>
private void selectAll()
{
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SelectionBlueprints.ToList().ForEach(m => m.Select());
selectionHandler.UpdateVisibility();
}
/// <summary>
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/// Deselects all selected <see cref="SelectionBlueprint"/>s.
/// </summary>
private void deselectAll() => selectionHandler.SelectedBlueprints.ToList().ForEach(m => m.Deselect());
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private void onBlueprintSelected(SelectionBlueprint blueprint)
{
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selectionHandler.HandleSelected(blueprint);
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SelectionBlueprints.ChangeChildDepth(blueprint, 1);
}
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private void onBlueprintDeselected(SelectionBlueprint blueprint)
{
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selectionHandler.HandleDeselected(blueprint);
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SelectionBlueprints.ChangeChildDepth(blueprint, 0);
}
#endregion
#region Selection Movement
private Vector2? movementBlueprintOriginalPosition;
private SelectionBlueprint movementBlueprint;
private bool isDraggingBlueprint;
/// <summary>
/// Attempts to begin the movement of any selected blueprints.
/// </summary>
private void prepareSelectionMovement()
{
if (!selectionHandler.SelectedBlueprints.Any())
return;
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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))
return;
// 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.HitObject.StartTime).First();
movementBlueprintOriginalPosition = movementBlueprint.ScreenSpaceSelectionPoint; // todo: unsure if correct
}
/// <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)
{
if (movementBlueprint == null)
return false;
Debug.Assert(movementBlueprintOriginalPosition != null);
HitObject draggedObject = movementBlueprint.HitObject;
// The final movement position, relative to movementBlueprintOriginalPosition.
Vector2 movePosition = movementBlueprintOriginalPosition.Value + e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
// Retrieve a snapped position.
var result = snapProvider.SnapScreenSpacePositionToValidTime(movePosition);
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// Move the hitobjects.
if (!selectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprint, result.ScreenSpacePosition)))
return true;
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if (result.Time.HasValue)
{
// Apply the start time at the newly snapped-to position
double offset = result.Time.Value - draggedObject.StartTime;
foreach (HitObject obj in selectionHandler.SelectedHitObjects)
obj.StartTime += offset;
}
return true;
}
/// <summary>
/// Finishes the current movement of selected blueprints.
/// </summary>
/// <returns>Whether a movement was active.</returns>
private bool finishSelectionMovement()
{
if (movementBlueprint == null)
return false;
movementBlueprintOriginalPosition = null;
movementBlueprint = null;
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return true;
}
#endregion
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protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (beatmap != null)
{
beatmap.HitObjectAdded -= AddBlueprintFor;
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beatmap.HitObjectRemoved -= removeBlueprintFor;
}
}
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}
}