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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.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.Primitives;
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using osu.Framework.Input.Events;
using osu.Framework.Input.States;
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using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
public class BlueprintContainer : CompositeDrawable
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{
private SelectionBlueprintContainer selectionBlueprints;
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private Container<PlacementBlueprint> placementBlueprintContainer;
private PlacementBlueprint currentPlacement;
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private SelectionHandler selectionHandler;
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private IEnumerable<SelectionBlueprint> selections => selectionBlueprints.Children.Where(c => c.IsAlive);
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[Resolved]
private HitObjectComposer composer { get; set; }
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public BlueprintContainer()
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{
RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load()
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{
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selectionHandler = composer.CreateSelectionHandler();
selectionHandler.DeselectAll = deselectAll;
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var dragBox = new DragBox(select);
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dragBox.DragEnd += () => selectionHandler.UpdateVisibility();
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InternalChildren = new[]
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{
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dragBox,
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selectionHandler,
selectionBlueprints = new SelectionBlueprintContainer { RelativeSizeAxes = Axes.Both },
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placementBlueprintContainer = new Container<PlacementBlueprint> { RelativeSizeAxes = Axes.Both },
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dragBox.CreateProxy()
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};
foreach (var obj in composer.HitObjects)
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AddBlueprintFor(obj);
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}
private HitObjectCompositionTool currentTool;
/// <summary>
/// The current placement tool.
/// </summary>
public HitObjectCompositionTool CurrentTool
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{
get => currentTool;
set
{
if (currentTool == value)
return;
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currentTool = value;
refreshTool();
}
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}
/// <summary>
/// Adds a blueprint for a <see cref="DrawableHitObject"/> which adds movement support.
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/// </summary>
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to create a blueprint for.</param>
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public void AddBlueprintFor(DrawableHitObject hitObject)
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{
refreshTool();
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var blueprint = composer.CreateBlueprintFor(hitObject);
if (blueprint == null)
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return;
blueprint.Selected += onBlueprintSelected;
blueprint.Deselected += onBlueprintDeselected;
blueprint.SelectionRequested += onSelectionRequested;
blueprint.DragRequested += onDragRequested;
selectionBlueprints.Add(blueprint);
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}
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/// <summary>
/// Removes a blueprint for a <see cref="DrawableHitObject"/>.
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/// </summary>
/// <param name="hitObject">The <see cref="DrawableHitObject"/> for which to remove the blueprint.</param>
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public void RemoveBlueprintFor(DrawableHitObject hitObject)
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{
var blueprint = selectionBlueprints.Single(m => m.HitObject == hitObject);
if (blueprint == null)
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return;
blueprint.Deselect();
blueprint.Selected -= onBlueprintSelected;
blueprint.Deselected -= onBlueprintDeselected;
blueprint.SelectionRequested -= onSelectionRequested;
blueprint.DragRequested -= onDragRequested;
selectionBlueprints.Remove(blueprint);
}
protected override bool OnClick(ClickEvent e)
{
deselectAll();
return true;
}
protected override void Update()
{
base.Update();
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if (currentPlacement != null)
{
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if (composer.CursorInPlacementArea)
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currentPlacement.State = PlacementState.Shown;
else if (currentPlacement?.PlacementBegun == false)
currentPlacement.State = PlacementState.Hidden;
}
}
/// <summary>
/// Refreshes the current placement tool.
/// </summary>
private void refreshTool()
{
placementBlueprintContainer.Clear();
currentPlacement = null;
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var blueprint = CurrentTool?.CreatePlacementBlueprint();
if (blueprint != null)
placementBlueprintContainer.Child = currentPlacement = blueprint;
}
/// <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 select(RectangleF rect)
{
foreach (var blueprint in selections.ToList())
{
if (blueprint.IsPresent && rect.Contains(blueprint.SelectionPoint))
blueprint.Select();
else
blueprint.Deselect();
}
}
/// <summary>
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/// Deselects all selected <see cref="SelectionBlueprint"/>s.
/// </summary>
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private void deselectAll() => selections.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);
}
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private void onSelectionRequested(SelectionBlueprint blueprint, InputState state) => selectionHandler.HandleSelectionRequested(blueprint, state);
private void onDragRequested(SelectionBlueprint blueprint, DragEvent dragEvent) => selectionHandler.HandleDrag(blueprint, dragEvent);
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private class SelectionBlueprintContainer : Container<SelectionBlueprint>
{
protected override int Compare(Drawable x, Drawable y)
{
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if (!(x is SelectionBlueprint xBlueprint) || !(y is SelectionBlueprint yBlueprint))
return base.Compare(x, y);
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return Compare(xBlueprint, yBlueprint);
}
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public int Compare(SelectionBlueprint x, SelectionBlueprint y)
{
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// dpeth is used to denote selected status (we always want selected blueprints to handle input first).
int d = x.Depth.CompareTo(y.Depth);
if (d != 0)
return d;
// Put earlier hitobjects towards the end of the list, so they handle input first
int i = y.HitObject.HitObject.StartTime.CompareTo(x.HitObject.HitObject.StartTime);
return i == 0 ? CompareReverseChildID(x, y) : i;
}
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}
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}
}