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Change editor to always perform selection of closest object

This commit is contained in:
Dean Herbert 2023-07-19 15:55:38 +09:00
parent 4e4dcc9846
commit 5ade093c5a
2 changed files with 26 additions and 6 deletions

View File

@ -381,6 +381,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// </summary>
private bool selectedBlueprintAlreadySelectedOnMouseDown;
protected virtual IEnumerable<SelectionBlueprint<T>> ApplySelectionOrder(IEnumerable<SelectionBlueprint<T>> blueprints) => blueprints.Reverse();
/// <summary>
/// Attempts to select any hovered blueprints.
/// </summary>
@ -390,15 +392,28 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
// 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))
foreach (SelectionBlueprint<T> blueprint in SelectionBlueprints.AliveChildren.Where(b => b.IsSelected))
{
if (!blueprint.IsHovered) continue;
if (runForBlueprint(blueprint))
return true;
}
selectedBlueprintAlreadySelectedOnMouseDown = blueprint.State == SelectionState.Selected;
return clickSelectionHandled = SelectionHandler.MouseDownSelectionRequested(blueprint, e);
foreach (SelectionBlueprint<T> blueprint in ApplySelectionOrder(SelectionBlueprints.AliveChildren))
{
if (runForBlueprint(blueprint))
return true;
}
return false;
bool runForBlueprint(SelectionBlueprint<T> blueprint)
{
if (!blueprint.IsHovered) return false;
selectedBlueprintAlreadySelectedOnMouseDown = blueprint.State == SelectionState.Selected;
clickSelectionHandled = SelectionHandler.MouseDownSelectionRequested(blueprint, e);
return true;
}
}
/// <summary>
@ -432,13 +447,13 @@ namespace osu.Game.Screens.Edit.Compose.Components
// 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;
IEnumerable<SelectionBlueprint<T>> cyclingSelectionBlueprints = ApplySelectionOrder(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));
cyclingSelectionBlueprints = cyclingSelectionBlueprints.Concat(ApplySelectionOrder(blueprintMap.Values).TakeWhile(b => !b.IsSelected));
foreach (SelectionBlueprint<T> blueprint in cyclingSelectionBlueprints)
{

View File

@ -3,6 +3,7 @@
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
@ -129,6 +130,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
return true;
}
protected override IEnumerable<SelectionBlueprint<HitObject>> ApplySelectionOrder(IEnumerable<SelectionBlueprint<HitObject>> blueprints) =>
base.ApplySelectionOrder(blueprints)
.OrderBy(b => Math.Min(Math.Abs(EditorClock.CurrentTime - b.Item.GetEndTime()), Math.Abs(EditorClock.CurrentTime - b.Item.StartTime)));
protected override Container<SelectionBlueprint<HitObject>> CreateSelectionBlueprintContainer() => new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both };
protected override SelectionHandler<HitObject> CreateSelectionHandler() => new EditorSelectionHandler();