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Merge branch 'master' into corner-rotation-controls
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commit
1ac80d42f9
@ -132,8 +132,8 @@ namespace osu.Game.Tests.Visual.Editing
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{
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AddStep("deselect", () => EditorBeatmap.SelectedHitObjects.Clear());
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AddUntilStep("timeline selection box is not visible", () => Editor.ChildrenOfType<Timeline>().First().ChildrenOfType<EditorSelectionHandler>().First().Alpha == 0);
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AddUntilStep("composer selection box is not visible", () => Editor.ChildrenOfType<HitObjectComposer>().First().ChildrenOfType<EditorSelectionHandler>().First().Alpha == 0);
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AddUntilStep("timeline selection box is not visible", () => Editor.ChildrenOfType<Timeline>().First().ChildrenOfType<SelectionBox>().First().Alpha == 0);
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AddUntilStep("composer selection box is not visible", () => Editor.ChildrenOfType<HitObjectComposer>().First().ChildrenOfType<SelectionBox>().First().Alpha == 0);
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}
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AddStep("paste hitobject", () => Editor.Paste());
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@ -28,7 +28,7 @@ namespace osu.Game.Graphics.Containers
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protected override bool BlockNonPositionalInput => true;
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/// <summary>
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/// Temporary to allow for overlays in the main screen content to not dim theirselves.
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/// Temporary to allow for overlays in the main screen content to not dim themselves.
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/// Should be eventually replaced by dimming which is aware of the target dim container (traverse parent for certain interface type?).
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/// </summary>
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protected virtual bool DimMainContent => true;
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@ -34,13 +34,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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[BackgroundDependencyLoader]
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private void load()
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{
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// For non-pooled rulesets, hitobjects are already present in the playfield which allows the blueprints to be loaded in the async context.
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if (Composer != null)
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{
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foreach (var obj in Composer.HitObjects)
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AddBlueprintFor(obj.HitObject);
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}
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selectedHitObjects.BindTo(Beatmap.SelectedHitObjects);
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selectedHitObjects.CollectionChanged += (selectedObjects, args) =>
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{
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@ -69,7 +62,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (Composer != null)
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{
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// For pooled rulesets, blueprints must be added for hitobjects already "current" as they would've not been "current" during the async load addition process above.
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foreach (var obj in Composer.HitObjects)
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AddBlueprintFor(obj.HitObject);
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@ -9,6 +9,7 @@ using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osuTK;
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using osuTK.Input;
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@ -16,6 +17,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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public class SelectionBox : CompositeDrawable
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{
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public const float BORDER_RADIUS = 3;
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public Func<float, bool> OnRotation;
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public Func<Vector2, Anchor, bool> OnScale;
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public Func<Direction, bool> OnFlip;
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@ -92,21 +95,32 @@ namespace osu.Game.Screens.Edit.Compose.Components
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}
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}
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private string text;
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public string Text
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{
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get => text;
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set
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{
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if (value == text)
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return;
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text = value;
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if (selectionDetailsText != null)
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selectionDetailsText.Text = value;
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}
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}
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private SelectionBoxDragHandleContainer dragHandles;
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private FillFlowContainer buttons;
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public const float BORDER_RADIUS = 3;
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private OsuSpriteText selectionDetailsText;
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[Resolved]
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private OsuColour colours { get; set; }
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[BackgroundDependencyLoader]
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private void load()
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{
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RelativeSizeAxes = Axes.Both;
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recreate();
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}
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private void load() => recreate();
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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@ -144,6 +158,26 @@ namespace osu.Game.Screens.Edit.Compose.Components
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InternalChildren = new Drawable[]
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{
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new Container
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{
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Name = "info text",
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AutoSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Box
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{
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Colour = colours.YellowDark,
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RelativeSizeAxes = Axes.Both,
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},
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selectionDetailsText = new OsuSpriteText
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{
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Padding = new MarginPadding(2),
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Colour = colours.Gray0,
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Font = OsuFont.Default.With(size: 11),
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Text = text,
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}
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}
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},
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new Container
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{
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Masking = true,
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@ -10,13 +10,11 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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using osuTK;
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@ -43,10 +41,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private readonly List<SelectionBlueprint<T>> selectedBlueprints;
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private Drawable content;
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private OsuSpriteText selectionDetailsText;
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protected SelectionBox SelectionBox { get; private set; }
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[Resolved(CanBeNull = true)]
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@ -58,39 +52,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
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RelativeSizeAxes = Axes.Both;
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AlwaysPresent = true;
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Alpha = 0;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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InternalChild = content = new Container
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{
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Children = new Drawable[]
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{
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// todo: should maybe be inside the SelectionBox?
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new Container
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{
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Name = "info text",
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AutoSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Box
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{
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Colour = colours.YellowDark,
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RelativeSizeAxes = Axes.Both,
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},
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selectionDetailsText = new OsuSpriteText
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{
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Padding = new MarginPadding(2),
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Colour = colours.Gray0,
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Font = OsuFont.Default.With(size: 11)
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}
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}
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},
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SelectionBox = CreateSelectionBox(),
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}
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};
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InternalChild = SelectionBox = CreateSelectionBox();
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SelectedItems.CollectionChanged += (sender, args) =>
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{
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@ -306,9 +273,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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int count = SelectedItems.Count;
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selectionDetailsText.Text = count > 0 ? count.ToString() : string.Empty;
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SelectionBox.Text = count > 0 ? count.ToString() : string.Empty;
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this.FadeTo(count > 0 ? 1 : 0);
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SelectionBox.FadeTo(count > 0 ? 1 : 0);
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OnSelectionChanged();
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}
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@ -335,8 +302,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
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selectionRect = selectionRect.Inflate(5f);
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content.Position = selectionRect.Location;
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content.Size = selectionRect.Size;
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SelectionBox.Position = selectionRect.Location;
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SelectionBox.Size = selectionRect.Size;
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}
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#endregion
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