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Refactor endClickSelection to reduce nesting

This commit is contained in:
Dean Herbert 2023-03-08 19:23:32 +09:00
parent d2fcdf6e0e
commit 245c3c025c

View File

@ -382,52 +382,48 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// <returns>Whether a click selection was active.</returns>
private bool endClickSelection(MouseButtonEvent e)
{
if (!clickSelectionHandled && !isDraggingBlueprint)
// If already handled a selection or drag, we don't want to perform a mouse up / click action.
if (clickSelectionHandled || isDraggingBlueprint) return true;
if (e.Button != MouseButton.Left) return false;
if (e.ControlPressed)
{
if (e.Button == MouseButton.Left)
{
if (e.ControlPressed)
{
// if a selection didn't occur, we may want to trigger a deselection.
// if a selection didn't occur, we may want to trigger a deselection.
// 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);
}
}
}
// 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.Where(b => b.IsHovered).OrderByDescending(b => b.IsSelected))
return clickSelectionHandled = SelectionHandler.MouseUpSelectionRequested(blueprint, e);
return false;
}
return true;
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);
}
}
return false;
}
/// <summary>