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osu-lazer/osu.Game/Screens/Edit/Screens/Compose/Layers/SelectionBox.cs

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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.Edit.Types;
using OpenTK;
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using OpenTK.Input;
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namespace osu.Game.Screens.Edit.Screens.Compose.Layers
{
/// <summary>
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/// A box which surrounds <see cref="SelectionMask"/>s and provides interactive handles, context menus etc.
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/// </summary>
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public class SelectionBox : CompositeDrawable
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{
public const float BORDER_RADIUS = 2;
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private readonly List<SelectionMask> selectedMasks;
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private Drawable outline;
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[Resolved]
private IPlacementHandler placementHandler { get; set; }
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public SelectionBox()
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{
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selectedMasks = new List<SelectionMask>();
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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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public void HandleDrag(SelectionMask m, Vector2 delta, InputState state)
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{
// Todo: Various forms of snapping
foreach (var mask in selectedMasks)
{
switch (mask.HitObject.HitObject)
{
case IHasEditablePosition editablePosition:
editablePosition.OffsetPosition(delta);
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break;
}
}
}
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protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.Repeat)
return base.OnKeyDown(e);
switch (e.Key)
{
case Key.Delete:
foreach (var h in selectedMasks.ToList())
placementHandler.Delete(h.HitObject.HitObject);
return true;
}
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return base.OnKeyDown(e);
}
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#endregion
#region Selection Handling
/// <summary>
/// Bind an action to deselect all selected masks.
/// </summary>
public Action DeselectAll { private get; set; }
/// <summary>
/// Handle a mask becoming selected.
/// </summary>
/// <param name="mask">The mask.</param>
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public void HandleSelected(SelectionMask mask) => selectedMasks.Add(mask);
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/// <summary>
/// Handle a mask becoming deselected.
/// </summary>
/// <param name="mask">The mask.</param>
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public void HandleDeselected(SelectionMask mask)
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{
selectedMasks.Remove(mask);
// We don't want to update visibility if > 0, since we may be deselecting masks during drag-selection
if (selectedMasks.Count == 0)
UpdateVisibility();
}
/// <summary>
/// Handle a mask requesting selection.
/// </summary>
/// <param name="mask">The mask.</param>
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public void HandleSelectionRequested(SelectionMask mask, InputState state)
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{
if (state.Keyboard.ControlPressed)
{
if (mask.IsSelected)
mask.Deselect();
else
mask.Select();
}
else
{
if (mask.IsSelected)
return;
DeselectAll?.Invoke();
mask.Select();
}
UpdateVisibility();
}
#endregion
/// <summary>
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/// Updates whether this <see cref="SelectionBox"/> is visible.
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/// </summary>
internal void UpdateVisibility()
{
if (selectedMasks.Count > 0)
Show();
else
Hide();
}
protected override void Update()
{
base.Update();
if (selectedMasks.Count == 0)
return;
// Move the rectangle to cover the hitobjects
var topLeft = new Vector2(float.MaxValue, float.MaxValue);
var bottomRight = new Vector2(float.MinValue, float.MinValue);
bool hasSelection = false;
foreach (var mask in selectedMasks)
{
topLeft = Vector2.ComponentMin(topLeft, ToLocalSpace(mask.SelectionQuad.TopLeft));
bottomRight = Vector2.ComponentMax(bottomRight, ToLocalSpace(mask.SelectionQuad.BottomRight));
}
topLeft -= new Vector2(5);
bottomRight += new Vector2(5);
outline.Size = bottomRight - topLeft;
outline.Position = topLeft;
}
}
}