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Remove hitobject terminology from base classes
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ff06a27a12
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@ -8,13 +8,12 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Objects.Drawables;
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using osuTK;
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namespace osu.Game.Rulesets.Edit
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{
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/// <summary>
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/// A blueprint placed above a <see cref="DrawableHitObject"/> adding editing functionality.
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/// A blueprint placed above a displaying item adding editing functionality.
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/// </summary>
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public abstract class SelectionBlueprint<T> : CompositeDrawable, IStateful<SelectionState>
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{
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@ -86,7 +85,7 @@ namespace osu.Game.Rulesets.Edit
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protected virtual void OnDeselected()
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{
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// selection blueprints are AlwaysPresent while the related DrawableHitObject is visible
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// selection blueprints are AlwaysPresent while the related item is visible
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// set the body piece's alpha directly to avoid arbitrarily rendering frame buffers etc. of children.
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foreach (var d in InternalChildren)
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d.Hide();
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@ -14,15 +14,13 @@ using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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/// <summary>
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/// A container which provides a "blueprint" display of hitobjects.
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/// A container which provides a "blueprint" display of items.
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/// Includes selection and manipulation support via a <see cref="Components.SelectionHandler{T}"/>.
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/// </summary>
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public abstract class BlueprintContainer<T> : CompositeDrawable, IKeyBindingHandler<PlatformAction>
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@ -65,15 +63,15 @@ namespace osu.Game.Screens.Edit.Compose.Components
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protected virtual Container<SelectionBlueprint<T>> CreateSelectionBlueprintContainer() => new Container<SelectionBlueprint<T>> { RelativeSizeAxes = Axes.Both };
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/// <summary>
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/// Creates a <see cref="Components.SelectionHandler{T}"/> which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
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/// Creates a <see cref="Components.SelectionHandler{T}"/> which outlines items and handles movement of selections.
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/// </summary>
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protected abstract SelectionHandler<T> CreateSelectionHandler();
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/// <summary>
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/// Creates a <see cref="SelectionBlueprint{T}"/> for a specific <see cref="DrawableHitObject"/>.
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/// Creates a <see cref="SelectionBlueprint{T}"/> for a specific item.
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/// </summary>
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/// <param name="hitObject">The <see cref="DrawableHitObject"/> to create the overlay for.</param>
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protected virtual SelectionBlueprint<T> CreateBlueprintFor(T hitObject) => null;
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/// <param name="item">The item to create the overlay for.</param>
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protected virtual SelectionBlueprint<T> CreateBlueprintFor(T item) => null;
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protected virtual DragBox CreateDragBox(Action<RectangleF> performSelect) => new DragBox(performSelect);
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@ -103,7 +101,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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ClickedBlueprint = SelectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered);
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// Deselection should only occur if no selected blueprints are hovered
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// 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
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// A special case for when a blueprint was selected via this click is added since OnClick() may occur outside the item and should not trigger deselection
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if (endClickSelection(e) || ClickedBlueprint != null)
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return true;
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@ -237,7 +235,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
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SelectionBlueprints.Add(blueprint);
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OnBlueprintAdded(blueprint);
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if (SelectionHandler.SelectedItems.Contains(item))
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blueprint.Select();
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OnBlueprintAdded(blueprint.Item);
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}
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protected void RemoveBlueprintFor(T item)
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@ -254,22 +255,24 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (movementBlueprints?.Contains(blueprint) == true)
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finishSelectionMovement();
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OnBlueprintRemoved(blueprint);
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OnBlueprintRemoved(blueprint.Item);
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}
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/// <summary>
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/// Called after a <see cref="HitObject"/> blueprint has been added.
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/// Called after an item's blueprint has been added.
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/// </summary>
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/// <param name="blueprint">The <see cref="HitObject"/> for which the blueprint has been added.</param>
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protected virtual void OnBlueprintAdded(SelectionBlueprint<T> blueprint)
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/// <param name="item">The item for which the blueprint has been added.</param>
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protected virtual void OnBlueprintAdded(T item)
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{
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if (SelectionHandler.SelectedItems.Contains(item))
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blueprintMap[item].Select();
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}
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/// <summary>
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/// Called after a <see cref="HitObject"/> blueprint has been removed.
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/// Called after an item's blueprint has been removed.
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/// </summary>
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/// <param name="item">The <see cref="HitObject"/> for which the blueprint has been removed.</param>
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protected virtual void OnBlueprintRemoved(SelectionBlueprint<T> item)
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/// <param name="item">The item for which the blueprint has been removed.</param>
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protected virtual void OnBlueprintRemoved(T item)
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{
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}
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@ -398,16 +401,21 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (!SelectionHandler.SelectedBlueprints.Any())
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return;
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// Any selected blueprint that is hovered can begin the movement of the group, however only the earliest hitobject is used for movement
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// Any selected blueprint that is hovered can begin the movement of the group, however only the first item (according to SortForMovement) is used for movement.
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// A special case is added for when a click selection occurred before the drag
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if (!clickSelectionBegan && !SelectionHandler.SelectedBlueprints.Any(b => b.IsHovered))
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return;
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// Movement is tracked from the blueprint of the earliest hitobject, since it only makes sense to distance snap from that hitobject
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// Movement is tracked from the blueprint of the earliest item, since it only makes sense to distance snap from that item
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movementBlueprints = SortForMovement(SelectionHandler.SelectedBlueprints).ToArray();
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movementBlueprintOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint).ToArray();
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}
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/// <summary>
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/// Apply sorting of selected blueprints before performing movement. Generally used to surface the "main" item to the beginning of the collection.
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/// </summary>
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/// <param name="blueprints">The blueprints to be moved.</param>
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/// <returns>Sorted blueprints.</returns>
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protected virtual IEnumerable<SelectionBlueprint<T>> SortForMovement(IReadOnlyList<SelectionBlueprint<T>> blueprints) => blueprints;
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/// <summary>
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@ -442,7 +450,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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}
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// if no positional snapping could be performed, try unrestricted snapping from the earliest
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// hitobject in the selection.
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// item in the selection.
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// The final movement position, relative to movementBlueprintOriginalPosition.
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Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTravelled;
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@ -239,9 +239,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
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updatePlacementPosition();
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}
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protected sealed override SelectionBlueprint<HitObject> CreateBlueprintFor(HitObject hitObject)
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protected sealed override SelectionBlueprint<HitObject> CreateBlueprintFor(HitObject item)
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{
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var drawable = Composer.HitObjects.FirstOrDefault(d => d.HitObject == hitObject);
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var drawable = Composer.HitObjects.FirstOrDefault(d => d.HitObject == item);
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if (drawable == null)
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return null;
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@ -15,26 +15,27 @@ using osu.Framework.Input.Events;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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/// <summary>
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/// A component which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
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/// A component which outlines items and handles movement of selections.
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/// </summary>
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public abstract class SelectionHandler<T> : CompositeDrawable, IKeyBindingHandler<PlatformAction>
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{
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/// <summary>
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/// The currently selected blueprints.
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/// Should be used when operations are dealing directly with the visible blueprints.
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/// For more general selection operations, use <see cref="osu.Game.Screens.Edit.EditorBeatmap.SelectedHitObjects"/> instead.
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/// For more general selection operations, use <see cref="SelectedItems"/> instead.
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/// </summary>
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public IReadOnlyList<SelectionBlueprint<T>> SelectedBlueprints => selectedBlueprints;
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public BindableList<T> SelectedItems = new BindableList<T>();
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/// <summary>
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/// The currently selected items.
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/// </summary>
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public readonly BindableList<T> SelectedItems = new BindableList<T>();
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private readonly List<SelectionBlueprint<T>> selectedBlueprints;
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@ -124,45 +125,45 @@ namespace osu.Game.Screens.Edit.Compose.Components
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#region User Input Handling
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/// <summary>
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/// Handles the selected <see cref="DrawableHitObject"/>s being moved.
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/// Handles the selected items being moved.
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/// </summary>
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/// <remarks>
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/// Just returning true is enough to allow <see cref="HitObject.StartTime"/> updates to take place.
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/// Just returning true is enough to allow default movement to take place.
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/// Custom implementation is only required if other attributes are to be considered, like changing columns.
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/// </remarks>
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/// <param name="moveEvent">The move event.</param>
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/// <returns>
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/// Whether any <see cref="DrawableHitObject"/>s could be moved.
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/// Whether any items could be moved.
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/// Returning true will also propagate StartTime changes provided by the closest <see cref="IPositionSnapProvider.SnapScreenSpacePositionToValidTime"/>.
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/// </returns>
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public virtual bool HandleMovement(MoveSelectionEvent<T> moveEvent) => false;
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/// <summary>
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/// Handles the selected <see cref="DrawableHitObject"/>s being rotated.
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/// Handles the selected items being rotated.
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/// </summary>
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/// <param name="angle">The delta angle to apply to the selection.</param>
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/// <returns>Whether any <see cref="DrawableHitObject"/>s could be rotated.</returns>
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/// <returns>Whether any items could be rotated.</returns>
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public virtual bool HandleRotation(float angle) => false;
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/// <summary>
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/// Handles the selected <see cref="DrawableHitObject"/>s being scaled.
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/// Handles the selected items being scaled.
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/// </summary>
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/// <param name="scale">The delta scale to apply, in playfield local coordinates.</param>
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/// <param name="anchor">The point of reference where the scale is originating from.</param>
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/// <returns>Whether any <see cref="DrawableHitObject"/>s could be scaled.</returns>
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/// <returns>Whether any items could be scaled.</returns>
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public virtual bool HandleScale(Vector2 scale, Anchor anchor) => false;
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/// <summary>
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/// Handles the selected <see cref="DrawableHitObject"/>s being flipped.
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/// Handles the selected items being flipped.
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/// </summary>
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/// <param name="direction">The direction to flip</param>
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/// <returns>Whether any <see cref="DrawableHitObject"/>s could be flipped.</returns>
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/// <returns>Whether any items could be flipped.</returns>
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public virtual bool HandleFlip(Direction direction) => false;
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/// <summary>
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/// Handles the selected <see cref="DrawableHitObject"/>s being reversed pattern-wise.
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/// Handles the selected items being reversed pattern-wise.
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/// </summary>
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/// <returns>Whether any <see cref="DrawableHitObject"/>s could be reversed.</returns>
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/// <returns>Whether any items could be reversed.</returns>
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public virtual bool HandleReverse() => false;
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public bool OnPressed(PlatformAction action)
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@ -196,7 +197,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <param name="blueprint">The blueprint.</param>
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internal virtual void HandleSelected(SelectionBlueprint<T> blueprint)
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{
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// there are potentially multiple SelectionHandlers active, but we only want to add hitobjects to the selected list once.
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// there are potentially multiple SelectionHandlers active, but we only want to add items to the selected list once.
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if (!SelectedItems.Contains(blueprint.Item))
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SelectedItems.Add(blueprint.Item);
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@ -323,7 +324,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (selectedBlueprints.Count == 0)
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return;
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// Move the rectangle to cover the hitobjects
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// Move the rectangle to cover the items
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var topLeft = new Vector2(float.MaxValue, float.MaxValue);
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var bottomRight = new Vector2(float.MinValue, float.MinValue);
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@ -179,9 +179,9 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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protected override SelectionHandler<HitObject> CreateSelectionHandler() => new TimelineSelectionHandler();
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protected override SelectionBlueprint<HitObject> CreateBlueprintFor(HitObject hitObject)
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protected override SelectionBlueprint<HitObject> CreateBlueprintFor(HitObject item)
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{
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return new TimelineHitObjectBlueprint(hitObject)
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return new TimelineHitObjectBlueprint(item)
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{
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OnDragHandled = handleScrollViaDrag
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};
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