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Change editor to always perform selection of closest object
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4e4dcc9846
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@ -381,6 +381,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// </summary>
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private bool selectedBlueprintAlreadySelectedOnMouseDown;
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protected virtual IEnumerable<SelectionBlueprint<T>> ApplySelectionOrder(IEnumerable<SelectionBlueprint<T>> blueprints) => blueprints.Reverse();
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/// <summary>
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/// Attempts to select any hovered blueprints.
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/// </summary>
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@ -390,15 +392,28 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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// Iterate from the top of the input stack (blueprints closest to the front of the screen first).
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// Priority is given to already-selected blueprints.
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foreach (SelectionBlueprint<T> blueprint in SelectionBlueprints.AliveChildren.Reverse().OrderByDescending(b => b.IsSelected))
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foreach (SelectionBlueprint<T> blueprint in SelectionBlueprints.AliveChildren.Where(b => b.IsSelected))
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{
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if (!blueprint.IsHovered) continue;
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if (runForBlueprint(blueprint))
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return true;
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}
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selectedBlueprintAlreadySelectedOnMouseDown = blueprint.State == SelectionState.Selected;
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return clickSelectionHandled = SelectionHandler.MouseDownSelectionRequested(blueprint, e);
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foreach (SelectionBlueprint<T> blueprint in ApplySelectionOrder(SelectionBlueprints.AliveChildren))
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{
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if (runForBlueprint(blueprint))
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return true;
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}
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return false;
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bool runForBlueprint(SelectionBlueprint<T> blueprint)
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{
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if (!blueprint.IsHovered) return false;
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selectedBlueprintAlreadySelectedOnMouseDown = blueprint.State == SelectionState.Selected;
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clickSelectionHandled = SelectionHandler.MouseDownSelectionRequested(blueprint, e);
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return true;
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}
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}
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/// <summary>
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@ -432,13 +447,13 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// The depth of blueprints is constantly changing (see above where selected blueprints are brought to the front).
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// For this logic, we want a stable sort order so we can correctly cycle, thus using the blueprintMap instead.
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IEnumerable<SelectionBlueprint<T>> cyclingSelectionBlueprints = blueprintMap.Values;
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IEnumerable<SelectionBlueprint<T>> cyclingSelectionBlueprints = ApplySelectionOrder(blueprintMap.Values);
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// If there's already a selection, let's start from the blueprint after the selection.
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cyclingSelectionBlueprints = cyclingSelectionBlueprints.SkipWhile(b => !b.IsSelected).Skip(1);
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// Add the blueprints from before the selection to the end of the enumerable to allow for cyclic selection.
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cyclingSelectionBlueprints = cyclingSelectionBlueprints.Concat(blueprintMap.Values.TakeWhile(b => !b.IsSelected));
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cyclingSelectionBlueprints = cyclingSelectionBlueprints.Concat(ApplySelectionOrder(blueprintMap.Values).TakeWhile(b => !b.IsSelected));
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foreach (SelectionBlueprint<T> blueprint in cyclingSelectionBlueprints)
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{
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@ -3,6 +3,7 @@
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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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@ -129,6 +130,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
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return true;
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}
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protected override IEnumerable<SelectionBlueprint<HitObject>> ApplySelectionOrder(IEnumerable<SelectionBlueprint<HitObject>> blueprints) =>
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base.ApplySelectionOrder(blueprints)
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.OrderBy(b => Math.Min(Math.Abs(EditorClock.CurrentTime - b.Item.GetEndTime()), Math.Abs(EditorClock.CurrentTime - b.Item.StartTime)));
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protected override Container<SelectionBlueprint<HitObject>> CreateSelectionBlueprintContainer() => new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both };
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protected override SelectionHandler<HitObject> CreateSelectionHandler() => new EditorSelectionHandler();
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