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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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#nullable disable
using System;
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using System.Collections.Generic;
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using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Utils;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
using osu.Game.Resources.Localisation.Web;
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using osu.Game.Rulesets.Edit;
using osu.Game.Screens.Edit.Compose.Components.Timeline;
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using osuTK;
using osuTK.Input;
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namespace osu.Game.Screens.Edit.Compose.Components
{
/// <summary>
/// A component which outlines items and handles movement of selections.
/// </summary>
public abstract partial class SelectionHandler<T> : CompositeDrawable, IKeyBindingHandler<PlatformAction>, IKeyBindingHandler<GlobalAction>, IHasContextMenu
{
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/// <summary>
/// How much padding around the selection area is added.
/// </summary>
public const float INFLATE_SIZE = 5;
/// <summary>
/// The currently selected blueprints.
/// Should be used when operations are dealing directly with the visible blueprints.
/// For more general selection operations, use <see cref="SelectedItems"/> instead.
/// </summary>
public IReadOnlyList<SelectionBlueprint<T>> SelectedBlueprints => selectedBlueprints;
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/// <summary>
/// The currently selected items.
/// </summary>
public readonly BindableList<T> SelectedItems = new BindableList<T>();
private readonly List<SelectionBlueprint<T>> selectedBlueprints;
protected SelectionBox SelectionBox { get; private set; }
[Resolved(CanBeNull = true)]
protected IEditorChangeHandler ChangeHandler { get; private set; }
protected SelectionHandler()
{
selectedBlueprints = new List<SelectionBlueprint<T>>();
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RelativeSizeAxes = Axes.Both;
AlwaysPresent = true;
}
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[BackgroundDependencyLoader]
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private void load()
{
InternalChild = SelectionBox = CreateSelectionBox();
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SelectedItems.CollectionChanged += (_, _) =>
{
Scheduler.AddOnce(updateVisibility);
};
}
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public SelectionBox CreateSelectionBox()
=> new SelectionBox
{
OperationStarted = OnOperationBegan,
OperationEnded = OnOperationEnded,
OnRotation = HandleRotation,
OnScale = HandleScale,
OnFlip = HandleFlip,
OnReverse = HandleReverse,
};
/// <summary>
/// Fired when a drag operation ends from the selection box.
/// </summary>
protected virtual void OnOperationBegan()
{
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ChangeHandler?.BeginChange();
}
/// <summary>
/// Fired when a drag operation begins from the selection box.
/// </summary>
protected virtual void OnOperationEnded()
{
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ChangeHandler?.EndChange();
}
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#region User Input Handling
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/// <remarks>
/// Positional input must be received outside the container's bounds,
/// in order to handle blueprints which are partially offscreen.
/// </remarks>
/// <seealso cref="ComposeBlueprintContainer.ReceivePositionalInputAt"/>
/// <seealso cref="TimelineBlueprintContainer.ReceivePositionalInputAt"/>
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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/// <summary>
/// Handles the selected items being moved.
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/// </summary>
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/// <remarks>
/// Just returning true is enough to allow default movement to take place.
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/// 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 items could be moved.
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/// </returns>
public virtual bool HandleMovement(MoveSelectionEvent<T> moveEvent) => false;
/// <summary>
/// Handles the selected items being rotated.
/// </summary>
/// <param name="angle">The delta angle to apply to the selection.</param>
/// <returns>Whether any items could be rotated.</returns>
public virtual bool HandleRotation(float angle) => false;
/// <summary>
/// Handles the selected items being scaled.
/// </summary>
/// <param name="scale">The delta scale to apply, in local coordinates.</param>
/// <param name="anchor">The point of reference where the scale is originating from.</param>
/// <returns>Whether any items could be scaled.</returns>
public virtual bool HandleScale(Vector2 scale, Anchor anchor) => false;
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/// <summary>
/// Handles the selected items being flipped.
/// </summary>
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/// <param name="direction">The direction to flip.</param>
/// <param name="flipOverOrigin">Whether the flip operation should be global to the playfield's origin or local to the selected pattern.</param>
/// <returns>Whether any items could be flipped.</returns>
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public virtual bool HandleFlip(Direction direction, bool flipOverOrigin) => false;
/// <summary>
/// Handles the selected items being reversed pattern-wise.
/// </summary>
/// <returns>Whether any items could be reversed.</returns>
public virtual bool HandleReverse() => false;
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public virtual bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
if (e.Repeat)
return false;
switch (e.Action)
{
case GlobalAction.EditorFlipHorizontally:
return HandleFlip(Direction.Horizontal, true);
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case GlobalAction.EditorFlipVertically:
return HandleFlip(Direction.Vertical, true);
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}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
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public bool OnPressed(KeyBindingPressEvent<PlatformAction> e)
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{
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switch (e.Action)
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{
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case PlatformAction.Delete:
DeleteSelected();
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return true;
}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<PlatformAction> e)
{
}
#endregion
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#region Selection Handling
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/// <summary>
/// Deselect all selected items.
/// </summary>
protected void DeselectAll() => SelectedItems.Clear();
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/// <summary>
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/// Handle a blueprint becoming selected.
/// </summary>
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/// <param name="blueprint">The blueprint.</param>
internal virtual void HandleSelected(SelectionBlueprint<T> blueprint)
{
// there are potentially multiple SelectionHandlers active, but we only want to add items to the selected list once.
if (!SelectedItems.Contains(blueprint.Item))
SelectedItems.Add(blueprint.Item);
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selectedBlueprints.Add(blueprint);
}
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/// <summary>
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/// Handle a blueprint becoming deselected.
/// </summary>
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/// <param name="blueprint">The blueprint.</param>
internal virtual void HandleDeselected(SelectionBlueprint<T> blueprint)
{
SelectedItems.Remove(blueprint.Item);
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selectedBlueprints.Remove(blueprint);
}
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/// <summary>
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/// Handle a blueprint requesting selection.
/// </summary>
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/// <param name="blueprint">The blueprint.</param>
/// <param name="e">The mouse event responsible for selection.</param>
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/// <returns>Whether a selection was performed.</returns>
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internal virtual bool MouseDownSelectionRequested(SelectionBlueprint<T> blueprint, MouseButtonEvent e)
{
if (e.ShiftPressed && e.Button == MouseButton.Right)
{
handleQuickDeletion(blueprint);
return true;
}
// while holding control, we only want to add to selection, not replace an existing selection.
if (e.ControlPressed && e.Button == MouseButton.Left && !blueprint.IsSelected)
{
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blueprint.ToggleSelection();
return true;
}
return ensureSelected(blueprint);
}
/// <summary>
/// Handle a blueprint requesting selection.
/// </summary>
/// <param name="blueprint">The blueprint.</param>
/// <param name="e">The mouse event responsible for deselection.</param>
/// <returns>Whether a deselection was performed.</returns>
internal bool MouseUpSelectionRequested(SelectionBlueprint<T> blueprint, MouseButtonEvent e)
{
if (blueprint.IsSelected)
{
blueprint.ToggleSelection();
return true;
}
return false;
}
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private void handleQuickDeletion(SelectionBlueprint<T> blueprint)
{
if (blueprint.HandleQuickDeletion())
return;
if (!blueprint.IsSelected)
DeleteItems(new[] { blueprint.Item });
else
DeleteSelected();
}
/// <summary>
/// Given a selection target and a function of truth, retrieve the correct ternary state for display.
/// </summary>
public static TernaryState GetStateFromSelection<TObject>(IEnumerable<TObject> selection, Func<TObject, bool> func)
{
if (selection.Any(func))
return selection.All(func) ? TernaryState.True : TernaryState.Indeterminate;
return TernaryState.False;
}
/// <summary>
/// Called whenever the deletion of items has been requested.
/// </summary>
/// <param name="items">The items to be deleted.</param>
protected abstract void DeleteItems(IEnumerable<T> items);
/// <summary>
/// Ensure the blueprint is in a selected state.
/// </summary>
/// <param name="blueprint">The blueprint to select.</param>
/// <returns>Whether selection state was changed.</returns>
private bool ensureSelected(SelectionBlueprint<T> blueprint)
{
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if (blueprint.IsSelected)
return false;
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DeselectAll();
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blueprint.Select();
return true;
}
protected void DeleteSelected()
{
DeleteItems(SelectedItems.ToArray());
DeselectAll();
}
#endregion
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#region Outline Display
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/// <summary>
/// Updates whether this <see cref="SelectionHandler{T}"/> is visible.
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/// </summary>
private void updateVisibility()
{
int count = SelectedItems.Count;
SelectionBox.Text = count > 0 ? count.ToString() : string.Empty;
SelectionBox.FadeTo(count > 0 ? 1 : 0);
OnSelectionChanged();
}
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/// <summary>
/// Triggered whenever the set of selected items changes.
/// Should update the selection box's state to match supported operations.
/// </summary>
protected virtual void OnSelectionChanged()
{
}
protected override void Update()
{
base.Update();
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if (selectedBlueprints.Count == 0)
return;
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// Move the rectangle to cover the items
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RectangleF selectionRect = ToLocalSpace(selectedBlueprints[0].SelectionQuad).AABBFloat;
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for (int i = 1; i < selectedBlueprints.Count; i++)
selectionRect = RectangleF.Union(selectionRect, ToLocalSpace(selectedBlueprints[i].SelectionQuad).AABBFloat);
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selectionRect = selectionRect.Inflate(INFLATE_SIZE);
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SelectionBox.Position = selectionRect.Location;
SelectionBox.Size = selectionRect.Size;
}
#endregion
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#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.Add(new OsuMenuItem(CommonStrings.ButtonsDelete, MenuItemType.Destructive, DeleteSelected));
return items.ToArray();
}
}
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/// <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<T>> selection)
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=> Enumerable.Empty<MenuItem>();
#endregion
#region Helper Methods
/// <summary>
/// Rotate a point around an arbitrary origin.
/// </summary>
/// <param name="point">The point.</param>
/// <param name="origin">The centre origin to rotate around.</param>
/// <param name="angle">The angle to rotate (in degrees).</param>
protected static Vector2 RotatePointAroundOrigin(Vector2 point, Vector2 origin, float angle)
{
angle = -angle;
point.X -= origin.X;
point.Y -= origin.Y;
Vector2 ret;
ret.X = point.X * MathF.Cos(MathUtils.DegreesToRadians(angle)) + point.Y * MathF.Sin(MathUtils.DegreesToRadians(angle));
ret.Y = point.X * -MathF.Sin(MathUtils.DegreesToRadians(angle)) + point.Y * MathF.Cos(MathUtils.DegreesToRadians(angle));
ret.X += origin.X;
ret.Y += origin.Y;
return ret;
}
/// <summary>
/// Given a flip direction, a surrounding quad for all selected objects, and a position,
/// will return the flipped position in screen space coordinates.
/// </summary>
protected static Vector2 GetFlippedPosition(Direction direction, Quad quad, Vector2 position)
{
var centre = quad.Centre;
switch (direction)
{
case Direction.Horizontal:
position.X = centre.X - (position.X - centre.X);
break;
case Direction.Vertical:
position.Y = centre.Y - (position.Y - centre.Y);
break;
}
return position;
}
/// <summary>
/// Given a scale vector, a surrounding quad for all selected objects, and a position,
/// will return the scaled position in screen space coordinates.
/// </summary>
protected static Vector2 GetScaledPosition(Anchor reference, Vector2 scale, Quad selectionQuad, Vector2 position)
{
// adjust the direction of scale depending on which side the user is dragging.
float xOffset = ((reference & Anchor.x0) > 0) ? -scale.X : 0;
float yOffset = ((reference & Anchor.y0) > 0) ? -scale.Y : 0;
// guard against no-ops and NaN.
if (scale.X != 0 && selectionQuad.Width > 0)
position.X = selectionQuad.TopLeft.X + xOffset + (position.X - selectionQuad.TopLeft.X) / selectionQuad.Width * (selectionQuad.Width + scale.X);
if (scale.Y != 0 && selectionQuad.Height > 0)
position.Y = selectionQuad.TopLeft.Y + yOffset + (position.Y - selectionQuad.TopLeft.Y) / selectionQuad.Height * (selectionQuad.Height + scale.Y);
return position;
}
/// <summary>
/// Returns a quad surrounding the provided points.
/// </summary>
/// <param name="points">The points to calculate a quad for.</param>
protected static Quad GetSurroundingQuad(IEnumerable<Vector2> points)
{
if (!points.Any())
return new Quad();
Vector2 minPosition = new Vector2(float.MaxValue, float.MaxValue);
Vector2 maxPosition = new Vector2(float.MinValue, float.MinValue);
// Go through all hitobjects to make sure they would remain in the bounds of the editor after movement, before any movement is attempted
foreach (var p in points)
{
minPosition = Vector2.ComponentMin(minPosition, p);
maxPosition = Vector2.ComponentMax(maxPosition, p);
}
Vector2 size = maxPosition - minPosition;
return new Quad(minPosition.X, minPosition.Y, size.X, size.Y);
}
#endregion
}
}