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Merge MaskContainer into BlueprintContainer
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parent
26c9390c16
commit
65bb91dcf7
@ -1,19 +1,26 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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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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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.States;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects.Drawables;
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using OpenTK;
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namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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{
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public class BlueprintContainer : CompositeDrawable
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{
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private MaskContainer maskContainer;
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private SelectionBlueprintContainer selectionBlueprints;
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private MaskSelection maskSelection;
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private IEnumerable<SelectionMask> aliveMasks => selectionBlueprints.Children.Where(c => c.IsAlive);
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[Resolved]
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private HitObjectComposer composer { get; set; }
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@ -26,25 +33,17 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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[BackgroundDependencyLoader]
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private void load()
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{
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maskContainer = new MaskContainer();
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maskSelection = composer.CreateMaskSelection();
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maskSelection.DeselectAll = deselectAll;
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var maskSelection = composer.CreateMaskSelection();
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maskContainer.MaskSelected += maskSelection.HandleSelected;
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maskContainer.MaskDeselected += maskSelection.HandleDeselected;
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maskContainer.MaskSelectionRequested += maskSelection.HandleSelectionRequested;
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maskContainer.MaskDragRequested += maskSelection.HandleDrag;
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maskSelection.DeselectAll = maskContainer.DeselectAll;
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var dragBox = new DragBox(maskContainer.Select);
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var dragBox = new DragBox(select);
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dragBox.DragEnd += () => maskSelection.UpdateVisibility();
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InternalChildren = new[]
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{
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dragBox,
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maskSelection,
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maskContainer,
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selectionBlueprints = new SelectionBlueprintContainer { RelativeSizeAxes = Axes.Both },
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dragBox.CreateProxy()
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};
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@ -54,7 +53,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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protected override bool OnClick(ClickEvent e)
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{
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maskContainer.DeselectAll();
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deselectAll();
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return true;
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}
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@ -68,7 +67,12 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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if (mask == null)
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return;
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maskContainer.Add(mask);
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mask.Selected += onMaskSelected;
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mask.Deselected += onMaskDeselected;
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mask.SelectionRequested += onSelectionRequested;
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mask.DragRequested += onDragRequested;
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selectionBlueprints.Add(mask);
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}
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/// <summary>
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@ -77,12 +81,76 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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/// <param name="hitObject">The <see cref="DrawableHitObject"/> for which to remove the mask.</param>
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public void RemoveMaskFor(DrawableHitObject hitObject)
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{
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var maskToRemove = maskContainer.Single(m => m.HitObject == hitObject);
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var maskToRemove = selectionBlueprints.Single(m => m.HitObject == hitObject);
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if (maskToRemove == null)
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return;
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maskToRemove.Deselect();
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maskContainer.Remove(maskToRemove);
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maskToRemove.Selected -= onMaskSelected;
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maskToRemove.Deselected -= onMaskDeselected;
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maskToRemove.SelectionRequested -= onSelectionRequested;
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maskToRemove.DragRequested -= onDragRequested;
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selectionBlueprints.Remove(maskToRemove);
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}
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/// <summary>
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/// Select all masks in a given rectangle selection area.
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/// </summary>
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/// <param name="rect">The rectangle to perform a selection on in screen-space coordinates.</param>
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private void select(RectangleF rect)
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{
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foreach (var mask in aliveMasks.ToList())
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{
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if (mask.IsPresent && rect.Contains(mask.SelectionPoint))
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mask.Select();
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else
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mask.Deselect();
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}
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}
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/// <summary>
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/// Deselects all selected <see cref="SelectionMask"/>s.
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/// </summary>
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private void deselectAll() => aliveMasks.ToList().ForEach(m => m.Deselect());
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private void onMaskSelected(SelectionMask mask)
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{
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maskSelection.HandleSelected(mask);
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selectionBlueprints.ChangeChildDepth(mask, 1);
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}
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private void onMaskDeselected(SelectionMask mask)
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{
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maskSelection.HandleDeselected(mask);
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selectionBlueprints.ChangeChildDepth(mask, 0);
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}
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private void onSelectionRequested(SelectionMask mask, InputState state) => maskSelection.HandleSelectionRequested(mask, state);
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private void onDragRequested(SelectionMask mask, Vector2 delta, InputState state) => maskSelection.HandleDrag(mask, delta, state);
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private class SelectionBlueprintContainer : Container<SelectionMask>
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{
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protected override int Compare(Drawable x, Drawable y)
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{
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if (!(x is SelectionMask xMask) || !(y is SelectionMask yMask))
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return base.Compare(x, y);
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return Compare(xMask, yMask);
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}
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public int Compare(SelectionMask x, SelectionMask y)
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{
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// dpeth is used to denote selected status (we always want selected masks to handle input first).
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int d = x.Depth.CompareTo(y.Depth);
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if (d != 0)
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return d;
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// Put earlier hitobjects towards the end of the list, so they handle input first
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int i = y.HitObject.HitObject.StartTime.CompareTo(x.HitObject.HitObject.StartTime);
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return i == 0 ? CompareReverseChildID(x, y) : i;
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}
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}
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}
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}
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@ -1,128 +0,0 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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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.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.States;
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using osu.Game.Rulesets.Edit;
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using OpenTK;
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using RectangleF = osu.Framework.Graphics.Primitives.RectangleF;
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namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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{
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public class MaskContainer : Container<SelectionMask>
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{
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/// <summary>
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/// Invoked when any <see cref="SelectionMask"/> is selected.
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/// </summary>
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public event Action<SelectionMask> MaskSelected;
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/// <summary>
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/// Invoked when any <see cref="SelectionMask"/> is deselected.
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/// </summary>
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public event Action<SelectionMask> MaskDeselected;
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/// <summary>
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/// Invoked when any <see cref="SelectionMask"/> requests selection.
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/// </summary>
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public event Action<SelectionMask, InputState> MaskSelectionRequested;
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/// <summary>
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/// Invoked when any <see cref="SelectionMask"/> requests drag.
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/// </summary>
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public event Action<SelectionMask, Vector2, InputState> MaskDragRequested;
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private IEnumerable<SelectionMask> aliveMasks => AliveInternalChildren.Cast<SelectionMask>();
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public MaskContainer()
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{
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RelativeSizeAxes = Axes.Both;
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}
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public override void Add(SelectionMask drawable)
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{
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if (drawable == null) throw new ArgumentNullException(nameof(drawable));
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base.Add(drawable);
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drawable.Selected += onMaskSelected;
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drawable.Deselected += onMaskDeselected;
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drawable.SelectionRequested += onSelectionRequested;
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drawable.DragRequested += onDragRequested;
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}
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public override bool Remove(SelectionMask drawable)
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{
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if (drawable == null) throw new ArgumentNullException(nameof(drawable));
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var result = base.Remove(drawable);
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if (result)
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{
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drawable.Selected -= onMaskSelected;
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drawable.Deselected -= onMaskDeselected;
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drawable.SelectionRequested -= onSelectionRequested;
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drawable.DragRequested -= onDragRequested;
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}
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return result;
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}
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/// <summary>
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/// Select all masks in a given rectangle selection area.
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/// </summary>
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/// <param name="rect">The rectangle to perform a selection on in screen-space coordinates.</param>
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public void Select(RectangleF rect)
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{
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foreach (var mask in aliveMasks.ToList())
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{
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if (mask.IsPresent && rect.Contains(mask.SelectionPoint))
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mask.Select();
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else
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mask.Deselect();
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}
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}
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/// <summary>
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/// Deselects all selected <see cref="SelectionMask"/>s.
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/// </summary>
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public void DeselectAll() => aliveMasks.ToList().ForEach(m => m.Deselect());
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private void onMaskSelected(SelectionMask mask)
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{
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MaskSelected?.Invoke(mask);
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ChangeChildDepth(mask, 1);
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}
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private void onMaskDeselected(SelectionMask mask)
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{
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MaskDeselected?.Invoke(mask);
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ChangeChildDepth(mask, 0);
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}
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private void onSelectionRequested(SelectionMask mask, InputState state) => MaskSelectionRequested?.Invoke(mask, state);
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private void onDragRequested(SelectionMask mask, Vector2 delta, InputState state) => MaskDragRequested?.Invoke(mask, delta, state);
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protected override int Compare(Drawable x, Drawable y)
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{
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if (!(x is SelectionMask xMask) || !(y is SelectionMask yMask))
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return base.Compare(x, y);
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return Compare(xMask, yMask);
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}
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public int Compare(SelectionMask x, SelectionMask y)
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{
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// dpeth is used to denote selected status (we always want selected masks to handle input first).
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int d = x.Depth.CompareTo(y.Depth);
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if (d != 0)
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return d;
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// Put earlier hitobjects towards the end of the list, so they handle input first
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int i = y.HitObject.HitObject.StartTime.CompareTo(x.HitObject.HitObject.StartTime);
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return i == 0 ? CompareReverseChildID(x, y) : i;
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}
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}
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}
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