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osu-lazer/osu.Game/Screens/Edit/Compose/Components/HitObjectOrderedSelectionContainer.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.
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Screens.Edit.Compose.Components
{
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/// <summary>
/// A container for <see cref="SelectionBlueprint{HitObject}"/> ordered by their <see cref="HitObject"/> start times.
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/// </summary>
public sealed class HitObjectOrderedSelectionContainer : Container<SelectionBlueprint<HitObject>>
{
[Resolved]
private EditorBeatmap editorBeatmap { get; set; }
protected override void LoadComplete()
{
base.LoadComplete();
editorBeatmap.HitObjectUpdated += hitObjectUpdated;
}
private void hitObjectUpdated(HitObject _) => SortInternal();
public override void Add(SelectionBlueprint<HitObject> drawable)
{
SortInternal();
base.Add(drawable);
}
public override bool Remove(SelectionBlueprint<HitObject> drawable)
{
SortInternal();
return base.Remove(drawable);
}
protected override int Compare(Drawable x, Drawable y)
{
var xObj = (SelectionBlueprint<HitObject>)x;
var yObj = (SelectionBlueprint<HitObject>)y;
// Put earlier blueprints towards the end of the list, so they handle input first
int i = yObj.Item.StartTime.CompareTo(xObj.Item.StartTime);
if (i != 0) return i;
// Fall back to end time if the start time is equal.
i = yObj.Item.GetEndTime().CompareTo(xObj.Item.GetEndTime());
if (i != 0) return i;
// As a final fallback, use combo information if available.
if (xObj.Item is IHasComboInformation xHasCombo && yObj.Item is IHasComboInformation yHasCombo)
{
i = yHasCombo.ComboIndex.CompareTo(xHasCombo.ComboIndex);
if (i != 0) return i;
i = yHasCombo.IndexInCurrentCombo.CompareTo(xHasCombo.IndexInCurrentCombo);
if (i != 0) return i;
}
return CompareReverseChildID(y, x);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (editorBeatmap != null)
editorBeatmap.HitObjectUpdated -= hitObjectUpdated;
}
}
}