diff --git a/osu.Game/Rulesets/Edit/SelectionBlueprint.cs b/osu.Game/Rulesets/Edit/SelectionBlueprint.cs index 905e433731..b176ecb148 100644 --- a/osu.Game/Rulesets/Edit/SelectionBlueprint.cs +++ b/osu.Game/Rulesets/Edit/SelectionBlueprint.cs @@ -8,13 +8,12 @@ using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.UserInterface; using osu.Game.Graphics.UserInterface; -using osu.Game.Rulesets.Objects.Drawables; using osuTK; namespace osu.Game.Rulesets.Edit { /// - /// A blueprint placed above a adding editing functionality. + /// A blueprint placed above a displaying item adding editing functionality. /// public abstract class SelectionBlueprint : CompositeDrawable, IStateful { @@ -86,7 +85,7 @@ namespace osu.Game.Rulesets.Edit protected virtual void OnDeselected() { - // selection blueprints are AlwaysPresent while the related DrawableHitObject is visible + // selection blueprints are AlwaysPresent while the related item is visible // set the body piece's alpha directly to avoid arbitrarily rendering frame buffers etc. of children. foreach (var d in InternalChildren) d.Hide(); diff --git a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs index 7f81629f80..c2ba627df4 100644 --- a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs +++ b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs @@ -14,15 +14,13 @@ using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Game.Graphics.UserInterface; using osu.Game.Rulesets.Edit; -using osu.Game.Rulesets.Objects; -using osu.Game.Rulesets.Objects.Drawables; using osuTK; using osuTK.Input; namespace osu.Game.Screens.Edit.Compose.Components { /// - /// A container which provides a "blueprint" display of hitobjects. + /// A container which provides a "blueprint" display of items. /// Includes selection and manipulation support via a . /// public abstract class BlueprintContainer : CompositeDrawable, IKeyBindingHandler @@ -65,15 +63,15 @@ namespace osu.Game.Screens.Edit.Compose.Components protected virtual Container> CreateSelectionBlueprintContainer() => new Container> { RelativeSizeAxes = Axes.Both }; /// - /// Creates a which outlines s and handles movement of selections. + /// Creates a which outlines items and handles movement of selections. /// protected abstract SelectionHandler CreateSelectionHandler(); /// - /// Creates a for a specific . + /// Creates a for a specific item. /// - /// The to create the overlay for. - protected virtual SelectionBlueprint CreateBlueprintFor(T hitObject) => null; + /// The item to create the overlay for. + protected virtual SelectionBlueprint CreateBlueprintFor(T item) => null; protected virtual DragBox CreateDragBox(Action performSelect) => new DragBox(performSelect); @@ -103,7 +101,7 @@ namespace osu.Game.Screens.Edit.Compose.Components ClickedBlueprint = SelectionHandler.SelectedBlueprints.FirstOrDefault(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 + // 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 if (endClickSelection(e) || ClickedBlueprint != null) return true; @@ -237,7 +235,10 @@ namespace osu.Game.Screens.Edit.Compose.Components SelectionBlueprints.Add(blueprint); - OnBlueprintAdded(blueprint); + if (SelectionHandler.SelectedItems.Contains(item)) + blueprint.Select(); + + OnBlueprintAdded(blueprint.Item); } protected void RemoveBlueprintFor(T item) @@ -254,22 +255,24 @@ namespace osu.Game.Screens.Edit.Compose.Components if (movementBlueprints?.Contains(blueprint) == true) finishSelectionMovement(); - OnBlueprintRemoved(blueprint); + OnBlueprintRemoved(blueprint.Item); } /// - /// Called after a blueprint has been added. + /// Called after an item's blueprint has been added. /// - /// The for which the blueprint has been added. - protected virtual void OnBlueprintAdded(SelectionBlueprint blueprint) + /// The item for which the blueprint has been added. + protected virtual void OnBlueprintAdded(T item) { + if (SelectionHandler.SelectedItems.Contains(item)) + blueprintMap[item].Select(); } /// - /// Called after a blueprint has been removed. + /// Called after an item's blueprint has been removed. /// - /// The for which the blueprint has been removed. - protected virtual void OnBlueprintRemoved(SelectionBlueprint item) + /// The item for which the blueprint has been removed. + protected virtual void OnBlueprintRemoved(T item) { } @@ -398,16 +401,21 @@ namespace osu.Game.Screens.Edit.Compose.Components if (!SelectionHandler.SelectedBlueprints.Any()) return; - // Any selected blueprint that is hovered can begin the movement of the group, however only the earliest hitobject is used for movement + // 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. // A special case is added for when a click selection occurred before the drag if (!clickSelectionBegan && !SelectionHandler.SelectedBlueprints.Any(b => b.IsHovered)) return; - // Movement is tracked from the blueprint of the earliest hitobject, since it only makes sense to distance snap from that hitobject + // Movement is tracked from the blueprint of the earliest item, since it only makes sense to distance snap from that item movementBlueprints = SortForMovement(SelectionHandler.SelectedBlueprints).ToArray(); movementBlueprintOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint).ToArray(); } + /// + /// Apply sorting of selected blueprints before performing movement. Generally used to surface the "main" item to the beginning of the collection. + /// + /// The blueprints to be moved. + /// Sorted blueprints. protected virtual IEnumerable> SortForMovement(IReadOnlyList> blueprints) => blueprints; /// @@ -442,7 +450,7 @@ namespace osu.Game.Screens.Edit.Compose.Components } // if no positional snapping could be performed, try unrestricted snapping from the earliest - // hitobject in the selection. + // item in the selection. // The final movement position, relative to movementBlueprintOriginalPosition. Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTravelled; diff --git a/osu.Game/Screens/Edit/Compose/Components/ComposeBlueprintContainer.cs b/osu.Game/Screens/Edit/Compose/Components/ComposeBlueprintContainer.cs index f22404e77d..f8ac0552ae 100644 --- a/osu.Game/Screens/Edit/Compose/Components/ComposeBlueprintContainer.cs +++ b/osu.Game/Screens/Edit/Compose/Components/ComposeBlueprintContainer.cs @@ -239,9 +239,9 @@ namespace osu.Game.Screens.Edit.Compose.Components updatePlacementPosition(); } - protected sealed override SelectionBlueprint CreateBlueprintFor(HitObject hitObject) + protected sealed override SelectionBlueprint CreateBlueprintFor(HitObject item) { - var drawable = Composer.HitObjects.FirstOrDefault(d => d.HitObject == hitObject); + var drawable = Composer.HitObjects.FirstOrDefault(d => d.HitObject == item); if (drawable == null) return null; diff --git a/osu.Game/Screens/Edit/Compose/Components/SelectionHandler.cs b/osu.Game/Screens/Edit/Compose/Components/SelectionHandler.cs index 52c148f852..8f2f1d65b8 100644 --- a/osu.Game/Screens/Edit/Compose/Components/SelectionHandler.cs +++ b/osu.Game/Screens/Edit/Compose/Components/SelectionHandler.cs @@ -15,26 +15,27 @@ using osu.Framework.Input.Events; using osu.Game.Graphics; using osu.Game.Graphics.Sprites; using osu.Game.Rulesets.Edit; -using osu.Game.Rulesets.Objects; -using osu.Game.Rulesets.Objects.Drawables; using osuTK; using osuTK.Input; namespace osu.Game.Screens.Edit.Compose.Components { /// - /// A component which outlines s and handles movement of selections. + /// A component which outlines items and handles movement of selections. /// public abstract class SelectionHandler : CompositeDrawable, IKeyBindingHandler { /// /// The currently selected blueprints. /// Should be used when operations are dealing directly with the visible blueprints. - /// For more general selection operations, use instead. + /// For more general selection operations, use instead. /// public IReadOnlyList> SelectedBlueprints => selectedBlueprints; - public BindableList SelectedItems = new BindableList(); + /// + /// The currently selected items. + /// + public readonly BindableList SelectedItems = new BindableList(); private readonly List> selectedBlueprints; @@ -124,45 +125,45 @@ namespace osu.Game.Screens.Edit.Compose.Components #region User Input Handling /// - /// Handles the selected s being moved. + /// Handles the selected items being moved. /// /// - /// Just returning true is enough to allow updates to take place. + /// Just returning true is enough to allow default movement to take place. /// Custom implementation is only required if other attributes are to be considered, like changing columns. /// /// The move event. /// - /// Whether any s could be moved. + /// Whether any items could be moved. /// Returning true will also propagate StartTime changes provided by the closest . /// public virtual bool HandleMovement(MoveSelectionEvent moveEvent) => false; /// - /// Handles the selected s being rotated. + /// Handles the selected items being rotated. /// /// The delta angle to apply to the selection. - /// Whether any s could be rotated. + /// Whether any items could be rotated. public virtual bool HandleRotation(float angle) => false; /// - /// Handles the selected s being scaled. + /// Handles the selected items being scaled. /// /// The delta scale to apply, in playfield local coordinates. /// The point of reference where the scale is originating from. - /// Whether any s could be scaled. + /// Whether any items could be scaled. public virtual bool HandleScale(Vector2 scale, Anchor anchor) => false; /// - /// Handles the selected s being flipped. + /// Handles the selected items being flipped. /// /// The direction to flip - /// Whether any s could be flipped. + /// Whether any items could be flipped. public virtual bool HandleFlip(Direction direction) => false; /// - /// Handles the selected s being reversed pattern-wise. + /// Handles the selected items being reversed pattern-wise. /// - /// Whether any s could be reversed. + /// Whether any items could be reversed. public virtual bool HandleReverse() => false; public bool OnPressed(PlatformAction action) @@ -196,7 +197,7 @@ namespace osu.Game.Screens.Edit.Compose.Components /// The blueprint. internal virtual void HandleSelected(SelectionBlueprint blueprint) { - // there are potentially multiple SelectionHandlers active, but we only want to add hitobjects to the selected list once. + // there are potentially multiple SelectionHandlers active, but we only want to add items to the selected list once. if (!SelectedItems.Contains(blueprint.Item)) SelectedItems.Add(blueprint.Item); @@ -323,7 +324,7 @@ namespace osu.Game.Screens.Edit.Compose.Components if (selectedBlueprints.Count == 0) return; - // Move the rectangle to cover the hitobjects + // Move the rectangle to cover the items var topLeft = new Vector2(float.MaxValue, float.MaxValue); var bottomRight = new Vector2(float.MinValue, float.MinValue); diff --git a/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineBlueprintContainer.cs b/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineBlueprintContainer.cs index 2bb80bc27b..7c1bbd65f9 100644 --- a/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineBlueprintContainer.cs +++ b/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineBlueprintContainer.cs @@ -179,9 +179,9 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline protected override SelectionHandler CreateSelectionHandler() => new TimelineSelectionHandler(); - protected override SelectionBlueprint CreateBlueprintFor(HitObject hitObject) + protected override SelectionBlueprint CreateBlueprintFor(HitObject item) { - return new TimelineHitObjectBlueprint(hitObject) + return new TimelineHitObjectBlueprint(item) { OnDragHandled = handleScrollViaDrag };