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Add optional support for cyclic selection to BlueprintContainer

This commit is contained in:
Dean Herbert 2023-03-07 14:22:12 +09:00
parent ff59a236ae
commit 21bdbb20e6
2 changed files with 61 additions and 13 deletions

View File

@ -25,6 +25,8 @@ namespace osu.Game.Overlays.SkinEditor
[Resolved]
private SkinEditor editor { get; set; } = null!;
protected override bool AllowCyclicSelection => true;
public SkinBlueprintContainer(ISerialisableDrawableContainer targetContainer)
{
this.targetContainer = targetContainer;

View File

@ -45,6 +45,15 @@ namespace osu.Game.Screens.Edit.Compose.Components
protected readonly BindableList<T> SelectedItems = new BindableList<T>();
/// <summary>
/// Whether to allow cyclic selection on clicking multiple times.
/// </summary>
/// <remarks>
/// Disabled by default as it does not work well with editors that support double-clicking or other advanced interactions.
/// Can probably be made to work with more thought.
/// </remarks>
protected virtual bool AllowCyclicSelection => false;
protected BlueprintContainer()
{
RelativeSizeAxes = Axes.Both;
@ -167,7 +176,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
Schedule(() =>
{
endClickSelection(e);
clickSelectionBegan = false;
clickSelectionHandled = false;
isDraggingBlueprint = false;
});
@ -339,7 +348,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// <summary>
/// Whether a blueprint was selected by a previous click event.
/// </summary>
private bool clickSelectionBegan;
private bool clickSelectionHandled;
/// <summary>
/// Whether the selected blueprint(s) were already selected on mouse down. Generally used to perform selection cycling on mouse up in such a case.
/// </summary>
private bool selectedBlueprintAlreadySelectedOnMouseDown;
/// <summary>
/// Attempts to select any hovered blueprints.
@ -354,7 +368,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
if (!blueprint.IsHovered) continue;
return clickSelectionBegan = SelectionHandler.MouseDownSelectionRequested(blueprint, e);
selectedBlueprintAlreadySelectedOnMouseDown = blueprint.State == SelectionState.Selected;
return clickSelectionHandled = SelectionHandler.MouseDownSelectionRequested(blueprint, e);
}
return false;
@ -367,18 +382,45 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// <returns>Whether a click selection was active.</returns>
private bool endClickSelection(MouseButtonEvent e)
{
if (!clickSelectionBegan && !isDraggingBlueprint)
if (!clickSelectionHandled && !isDraggingBlueprint)
{
// if a selection didn't occur, we may want to trigger a deselection.
if (e.ControlPressed && e.Button == MouseButton.Left)
if (e.Button == MouseButton.Left)
{
// Iterate from the top of the input stack (blueprints closest to the front of the screen first).
// Priority is given to already-selected blueprints.
foreach (SelectionBlueprint<T> blueprint in SelectionBlueprints.AliveChildren.Reverse().OrderByDescending(b => b.IsSelected))
if (e.ControlPressed)
{
if (!blueprint.IsHovered) continue;
// if a selection didn't occur, we may want to trigger a deselection.
return clickSelectionBegan = SelectionHandler.MouseUpSelectionRequested(blueprint, e);
// Iterate from the top of the input stack (blueprints closest to the front of the screen first).
// Priority is given to already-selected blueprints.
foreach (SelectionBlueprint<T> blueprint in SelectionBlueprints.AliveChildren.OrderByDescending(b => b.IsSelected))
{
if (!blueprint.IsHovered) continue;
return clickSelectionHandled = SelectionHandler.MouseUpSelectionRequested(blueprint, e);
}
}
else if (selectedBlueprintAlreadySelectedOnMouseDown && AllowCyclicSelection)
{
// If a click occurred and was handled by the currently selected blueprint but didn't result in a drag,
// cycle between other blueprints which are also under the cursor.
// The depth of blueprints is constantly changing (see above where selected blueprints are brought to the front).
// For this logic, we want a stable sort order so we can correctly cycle, thus using the blueprintMap instead.
IEnumerable<SelectionBlueprint<T>> cyclingSelectionBlueprints = blueprintMap.Values;
// If there's already a selection, let's start from the blueprint after the selection.
cyclingSelectionBlueprints = cyclingSelectionBlueprints.SkipWhile(b => !b.IsSelected).Skip(1);
// Add the blueprints from before the selection to the end of the enumerable to allow for cyclic selection.
cyclingSelectionBlueprints = cyclingSelectionBlueprints.Concat(blueprintMap.Values.TakeWhile(b => !b.IsSelected));
foreach (SelectionBlueprint<T> blueprint in cyclingSelectionBlueprints)
{
if (!blueprint.IsHovered) continue;
// We are performing a mouse up, but selection handlers perform selection on mouse down, so we need to call that instead.
return clickSelectionHandled = SelectionHandler.MouseDownSelectionRequested(blueprint, e);
}
}
}
@ -441,7 +483,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
private Vector2[][] movementBlueprintsOriginalPositions;
private SelectionBlueprint<T>[] movementBlueprints;
private bool isDraggingBlueprint;
/// <summary>
/// Whether a blueprint is currently being dragged.
/// </summary>
private bool isDraggingBlueprint { get; set; }
/// <summary>
/// Attempts to begin the movement of any selected blueprints.
@ -454,7 +500,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
// Any selected blueprint that is hovered can begin the movement of the group, however only the first item (according to SortForMovement) is used for movement.
// A special case is added for when a click selection occurred before the drag
if (!clickSelectionBegan && !SelectionHandler.SelectedBlueprints.Any(b => b.IsHovered))
if (!clickSelectionHandled && !SelectionHandler.SelectedBlueprints.Any(b => b.IsHovered))
return false;
// Movement is tracked from the blueprint of the earliest item, since it only makes sense to distance snap from that item