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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System ;
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using System.Linq ;
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using osu.Framework ;
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using osu.Framework.Graphics ;
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using osu.Framework.Graphics.Containers ;
using osu.Framework.Graphics.Primitives ;
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using osu.Framework.Graphics.UserInterface ;
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using osu.Game.Graphics.UserInterface ;
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using osuTK ;
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namespace osu.Game.Rulesets.Edit
{
/// <summary>
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/// A blueprint placed above a displaying item adding editing functionality.
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/// </summary>
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public abstract partial class SelectionBlueprint < T > : CompositeDrawable , IStateful < SelectionState >
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{
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public readonly T Item ;
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/// <summary>
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/// Invoked when this <see cref="SelectionBlueprint{T}"/> has been selected.
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/// </summary>
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public event Action < SelectionBlueprint < T > > Selected ;
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/// <summary>
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/// Invoked when this <see cref="SelectionBlueprint{T}"/> has been deselected.
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/// </summary>
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public event Action < SelectionBlueprint < T > > Deselected ;
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public override bool HandlePositionalInput = > IsSelectable ;
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public override bool RemoveWhenNotAlive = > false ;
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protected SelectionBlueprint ( T item )
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{
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Item = item ;
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RelativeSizeAxes = Axes . Both ;
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AlwaysPresent = true ;
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}
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protected override void LoadComplete ( )
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{
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base . LoadComplete ( ) ;
updateState ( ) ;
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}
private SelectionState state ;
public event Action < SelectionState > StateChanged ;
public SelectionState State
{
get = > state ;
set
{
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if ( state = = value )
return ;
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state = value ;
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if ( IsLoaded )
updateState ( ) ;
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StateChanged ? . Invoke ( state ) ;
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}
}
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private void updateState ( )
{
switch ( state )
{
case SelectionState . Selected :
OnSelected ( ) ;
Selected ? . Invoke ( this ) ;
break ;
case SelectionState . NotSelected :
OnDeselected ( ) ;
Deselected ? . Invoke ( this ) ;
break ;
}
}
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protected virtual void OnDeselected ( )
{
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// selection blueprints are AlwaysPresent while the related item is visible
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// set the body piece's alpha directly to avoid arbitrarily rendering frame buffers etc. of children.
foreach ( var d in InternalChildren )
d . Hide ( ) ;
}
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protected virtual void OnSelected ( )
{
foreach ( var d in InternalChildren )
d . Show ( ) ;
}
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// When not selected, input is only required for the blueprint itself to receive IsHovering
protected override bool ShouldBeConsideredForInput ( Drawable child ) = > State = = SelectionState . Selected ;
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/// <summary>
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/// Selects this <see cref="SelectionBlueprint{T}"/>, causing it to become visible.
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/// </summary>
public void Select ( ) = > State = SelectionState . Selected ;
/// <summary>
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/// Deselects this <see cref="HitObjectSelectionBlueprint"/>, causing it to become invisible.
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/// </summary>
public void Deselect ( ) = > State = SelectionState . NotSelected ;
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/// <summary>
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/// Toggles the selection state of this <see cref="HitObjectSelectionBlueprint"/>.
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/// </summary>
public void ToggleSelection ( ) = > State = IsSelected ? SelectionState . NotSelected : SelectionState . Selected ;
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public bool IsSelected = > State = = SelectionState . Selected ;
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/// <summary>
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/// The <see cref="MenuItem"/>s to be displayed in the context menu for this <see cref="HitObjectSelectionBlueprint"/>.
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/// </summary>
public virtual MenuItem [ ] ContextMenuItems = > Array . Empty < MenuItem > ( ) ;
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/// <summary>
/// Whether the <see cref="SelectionBlueprint{T}"/> can be currently selected via a click or a drag box.
/// </summary>
public virtual bool IsSelectable = > ShouldBeAlive & & IsPresent ;
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/// <summary>
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/// The screen-space main point that causes this <see cref="HitObjectSelectionBlueprint"/> to be selected via a drag.
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/// </summary>
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public virtual Vector2 ScreenSpaceSelectionPoint = > ScreenSpaceDrawQuad . Centre ;
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/// <summary>
/// Any points that should be used for snapping purposes in addition to <see cref="ScreenSpaceSelectionPoint"/>. Exposed via <see cref="ScreenSpaceSnapPoints"/>.
/// </summary>
protected virtual Vector2 [ ] ScreenSpaceAdditionalNodes = > Array . Empty < Vector2 > ( ) ;
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/// <summary>
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/// The screen-space collection of base points on this <see cref="HitObjectSelectionBlueprint"/> that other objects can be snapped to.
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/// The first element of this collection is <see cref="ScreenSpaceSelectionPoint"/>
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/// </summary>
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public Vector2 [ ] ScreenSpaceSnapPoints = > ScreenSpaceAdditionalNodes . Prepend ( ScreenSpaceSelectionPoint ) . ToArray ( ) ;
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/// <summary>
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/// The screen-space quad that outlines this <see cref="HitObjectSelectionBlueprint"/> for selections.
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/// </summary>
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public virtual Quad SelectionQuad = > ScreenSpaceDrawQuad ;
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/// <summary>
/// Handle to perform a partial deletion when the user requests a quick delete (Shift+Right Click).
/// </summary>
/// <returns>True if the deletion operation was handled by this blueprint. Returning false will delete the full blueprint.</returns>
public virtual bool HandleQuickDeletion ( ) = > false ;
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}
}