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osu-lazer/osu.Game/Screens/Edit/Compose/Components/SelectionHandler.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.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
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using osu.Framework.Input.States;
using osu.Game.Audio;
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using osu.Game.Graphics;
using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
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using osuTK;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
/// <summary>
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/// A component which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
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/// </summary>
public class SelectionHandler : CompositeDrawable, IKeyBindingHandler<PlatformAction>, IHasContextMenu
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{
public const float BORDER_RADIUS = 2;
public IEnumerable<SelectionBlueprint> SelectedBlueprints => selectedBlueprints;
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private readonly List<SelectionBlueprint> selectedBlueprints;
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public IEnumerable<HitObject> SelectedHitObjects => selectedBlueprints.Select(b => b.HitObject);
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private Drawable outline;
[Resolved(CanBeNull = true)]
protected EditorBeatmap EditorBeatmap { get; private set; }
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[Resolved(CanBeNull = true)]
private IEditorChangeHandler changeHandler { get; set; }
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public SelectionHandler()
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{
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selectedBlueprints = new List<SelectionBlueprint>();
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RelativeSizeAxes = Axes.Both;
AlwaysPresent = true;
Alpha = 0;
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
InternalChild = outline = new Container
{
Masking = true,
BorderThickness = BORDER_RADIUS,
BorderColour = colours.Yellow,
Child = new Box
{
RelativeSizeAxes = Axes.Both,
AlwaysPresent = true,
Alpha = 0
}
};
}
#region User Input Handling
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/// <summary>
/// Handles the selected <see cref="DrawableHitObject"/>s being moved.
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/// </summary>
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/// <remarks>
/// Just returning true is enough to allow <see cref="HitObject.StartTime"/> updates to take place.
/// Custom implementation is only required if other attributes are to be considered, like changing columns.
/// </remarks>
/// <param name="moveEvent">The move event.</param>
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/// <returns>
/// Whether any <see cref="DrawableHitObject"/>s could be moved.
/// Returning true will also propagate StartTime changes provided by the closest <see cref="IPositionSnapProvider.SnapScreenSpacePositionToValidTime"/>.
/// </returns>
public virtual bool HandleMovement(MoveSelectionEvent moveEvent) => true;
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public bool OnPressed(PlatformAction action)
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{
switch (action.ActionMethod)
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{
case PlatformActionMethod.Delete:
deleteSelected();
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return true;
}
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return false;
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}
public void OnReleased(PlatformAction action)
{
}
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#endregion
#region Selection Handling
/// <summary>
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/// Bind an action to deselect all selected blueprints.
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/// </summary>
internal Action DeselectAll { private get; set; }
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/// <summary>
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/// Handle a blueprint becoming selected.
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/// </summary>
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/// <param name="blueprint">The blueprint.</param>
internal void HandleSelected(SelectionBlueprint blueprint)
{
selectedBlueprints.Add(blueprint);
EditorBeatmap.SelectedHitObjects.Add(blueprint.HitObject);
UpdateVisibility();
}
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/// <summary>
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/// Handle a blueprint becoming deselected.
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/// </summary>
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/// <param name="blueprint">The blueprint.</param>
internal void HandleDeselected(SelectionBlueprint blueprint)
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{
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selectedBlueprints.Remove(blueprint);
EditorBeatmap.SelectedHitObjects.Remove(blueprint.HitObject);
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// We don't want to update visibility if > 0, since we may be deselecting blueprints during drag-selection
if (selectedBlueprints.Count == 0)
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UpdateVisibility();
}
/// <summary>
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/// Handle a blueprint requesting selection.
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/// </summary>
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/// <param name="blueprint">The blueprint.</param>
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/// <param name="state">The input state at the point of selection.</param>
internal void HandleSelectionRequested(SelectionBlueprint blueprint, InputState state)
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{
if (state.Keyboard.ControlPressed)
{
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if (blueprint.IsSelected)
blueprint.Deselect();
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else
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blueprint.Select();
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}
else
{
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if (blueprint.IsSelected)
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return;
DeselectAll?.Invoke();
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blueprint.Select();
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}
}
private void deleteSelected()
{
changeHandler?.BeginChange();
foreach (var h in selectedBlueprints.ToList())
EditorBeatmap?.Remove(h.HitObject);
changeHandler?.EndChange();
}
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#endregion
#region Outline Display
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/// <summary>
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/// Updates whether this <see cref="SelectionHandler"/> is visible.
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/// </summary>
internal void UpdateVisibility()
{
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if (selectedBlueprints.Count > 0)
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Show();
else
Hide();
}
protected override void Update()
{
base.Update();
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if (selectedBlueprints.Count == 0)
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return;
// Move the rectangle to cover the hitobjects
var topLeft = new Vector2(float.MaxValue, float.MaxValue);
var bottomRight = new Vector2(float.MinValue, float.MinValue);
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foreach (var blueprint in selectedBlueprints)
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{
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topLeft = Vector2.ComponentMin(topLeft, ToLocalSpace(blueprint.SelectionQuad.TopLeft));
bottomRight = Vector2.ComponentMax(bottomRight, ToLocalSpace(blueprint.SelectionQuad.BottomRight));
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}
topLeft -= new Vector2(5);
bottomRight += new Vector2(5);
outline.Size = bottomRight - topLeft;
outline.Position = topLeft;
}
#endregion
#region Sample Changes
/// <summary>
/// Adds a hit sample to all selected <see cref="HitObject"/>s.
/// </summary>
/// <param name="sampleName">The name of the hit sample.</param>
public void AddHitSample(string sampleName)
{
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changeHandler?.BeginChange();
foreach (var h in SelectedHitObjects)
{
// Make sure there isn't already an existing sample
if (h.Samples.Any(s => s.Name == sampleName))
continue;
h.Samples.Add(new HitSampleInfo { Name = sampleName });
}
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changeHandler?.EndChange();
}
/// <summary>
/// Removes a hit sample from all selected <see cref="HitObject"/>s.
/// </summary>
/// <param name="sampleName">The name of the hit sample.</param>
public void RemoveHitSample(string sampleName)
{
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changeHandler?.BeginChange();
foreach (var h in SelectedHitObjects)
h.SamplesBindable.RemoveAll(s => s.Name == sampleName);
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changeHandler?.EndChange();
}
#endregion
#region Context Menu
public MenuItem[] ContextMenuItems
{
get
{
if (!selectedBlueprints.Any(b => b.IsHovered))
return Array.Empty<MenuItem>();
var items = new List<MenuItem>();
items.AddRange(GetContextMenuItemsForSelection(selectedBlueprints));
if (selectedBlueprints.Count == 1)
items.AddRange(selectedBlueprints[0].ContextMenuItems);
items.AddRange(new[]
{
new OsuMenuItem("Sound")
{
Items = new[]
{
createHitSampleMenuItem("Whistle", HitSampleInfo.HIT_WHISTLE),
createHitSampleMenuItem("Clap", HitSampleInfo.HIT_CLAP),
createHitSampleMenuItem("Finish", HitSampleInfo.HIT_FINISH)
}
},
new OsuMenuItem("Delete", MenuItemType.Destructive, deleteSelected),
});
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return items.ToArray();
}
}
/// <summary>
/// Provide context menu items relevant to current selection. Calling base is not required.
/// </summary>
/// <param name="selection">The current selection.</param>
/// <returns>The relevant menu items.</returns>
protected virtual IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint> selection)
=> Enumerable.Empty<MenuItem>();
private MenuItem createHitSampleMenuItem(string name, string sampleName)
{
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return new TernaryStateMenuItem(name, MenuItemType.Standard, setHitSampleState)
{
State = { Value = getHitSampleState() }
};
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void setHitSampleState(TernaryState state)
{
switch (state)
{
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case TernaryState.False:
RemoveHitSample(sampleName);
break;
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case TernaryState.True:
AddHitSample(sampleName);
break;
}
}
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TernaryState getHitSampleState()
{
int countExisting = SelectedHitObjects.Count(h => h.Samples.Any(s => s.Name == sampleName));
if (countExisting == 0)
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return TernaryState.False;
if (countExisting < SelectedHitObjects.Count())
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return TernaryState.Indeterminate;
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return TernaryState.True;
}
}
#endregion
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}
}