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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.Shapes;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.States;
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using osu.Game.Graphics;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
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>
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/// A component which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
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/// </summary>
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public class SelectionHandler : CompositeDrawable
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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.DrawableObject.HitObject);
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private Drawable outline;
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[Resolved]
private IPlacementHandler placementHandler { 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>
/// <param name="moveEvent">The move event.</param>
public virtual void HandleMovement(MoveSelectionEvent moveEvent)
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{
}
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protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.Repeat)
return base.OnKeyDown(e);
switch (e.Key)
{
case Key.Delete:
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foreach (var h in selectedBlueprints.ToList())
placementHandler.Delete(h.DrawableObject.HitObject);
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return true;
}
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return base.OnKeyDown(e);
}
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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);
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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);
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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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}
UpdateVisibility();
}
#endregion
/// <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;
}
}
}