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Add special cases for click-selection

This commit is contained in:
smoogipoo 2019-10-24 16:14:29 +09:00
parent 8e4a21bee7
commit 45bd91f63f

View File

@ -11,7 +11,6 @@ using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Input;
using osu.Framework.Input.Events;
using osu.Framework.Input.States;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Tools;
using osu.Game.Rulesets.Objects;
@ -135,9 +134,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
protected override bool OnClick(ClickEvent e)
{
// clickSelectionBegan will be true if a mouse down occurred on the blueprint but the click event was received outside of the blueprint
// otherwise, deselection should only occur if the click event did not occur on top of a selected blueprint
if (clickSelectionBegan || selectionHandler.SelectedBlueprints.Any(b => b.IsHovered))
// Deselection should only occur if no selected blueprints are hovered
// A special case for when a blueprint was selected via this click is added since OnClick() may occur outside the hitobject and should not trigger deselection
if (endClickSelection() || selectionHandler.SelectedBlueprints.Any(b => b.IsHovered))
return true;
deselectAll();
@ -146,7 +145,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
protected override bool OnMouseUp(MouseUpEvent e)
{
endClickSelection();
// Special case for when a drag happened instead of a click
Schedule(() => endClickSelection());
return true;
}
@ -257,9 +257,14 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// <summary>
/// Finishes the current blueprint selection.
/// </summary>
private void endClickSelection()
/// <returns>Whether a click selection was active.</returns>
private bool endClickSelection()
{
if (!clickSelectionBegan)
return false;
clickSelectionBegan = false;
return true;
}
/// <summary>
@ -313,8 +318,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
Debug.Assert(movementBlueprint == null);
// Any selected blueprints can begin the movement of the group, however only the earliest hitobject is used for movement
if (!selectionHandler.SelectedBlueprints.Any(b => b.IsHovered))
// Any selected blueprint that is hovered can begin the movement of the group, however only the earliest hitobject 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))
return false;
// Movement is tracked from the blueprint of the earliest hitobject, since it only makes sense to distance snap from that hitobject