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Merge pull request #13951 from LumpBloom7/timeline-object-interactions
Make timeline blueprints outside of TimelineBlueprint boundaries interactable
This commit is contained in:
commit
8b1202153a
@ -110,9 +110,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
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bool selectionPerformed = performMouseDownActions(e);
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// even if a selection didn't occur, a drag event may still move the selection.
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prepareSelectionMovement();
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bool movementPossible = prepareSelectionMovement();
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return selectionPerformed || e.Button == MouseButton.Left;
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return selectionPerformed || (e.Button == MouseButton.Left && movementPossible);
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}
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protected SelectionBlueprint<T> ClickedBlueprint { get; private set; }
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@ -427,19 +427,21 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <summary>
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/// Attempts to begin the movement of any selected blueprints.
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/// </summary>
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private void prepareSelectionMovement()
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/// <returns>Whether a movement is possible.</returns>
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private bool prepareSelectionMovement()
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{
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if (!SelectionHandler.SelectedBlueprints.Any())
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return;
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return false;
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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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return false;
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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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return true;
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}
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/// <summary>
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@ -13,11 +13,9 @@ using osu.Framework.Graphics.Colour;
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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.Graphics.Shapes;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Utils;
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using osu.Game.Graphics;
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using osu.Game.Input.Bindings;
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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.Screens.Edit.Components.Timelines.Summary.Parts;
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@ -31,22 +29,12 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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[Resolved(CanBeNull = true)]
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private Timeline timeline { get; set; }
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[Resolved]
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private OsuColour colours { get; set; }
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private DragEvent lastDragEvent;
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private Bindable<HitObject> placement;
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private SelectionBlueprint<HitObject> placementBlueprint;
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private SelectableAreaBackground backgroundBox;
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// we only care about checking vertical validity.
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// this allows selecting and dragging selections before time=0.
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
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{
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float localY = ToLocalSpace(screenSpacePos).Y;
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return DrawRectangle.Top <= localY && DrawRectangle.Bottom >= localY;
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}
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// We want children within the timeline to be interactable
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => timeline.ScreenSpaceDrawQuad.Contains(screenSpacePos);
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public TimelineBlueprintContainer(HitObjectComposer composer)
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: base(composer)
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@ -61,7 +49,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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[BackgroundDependencyLoader]
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private void load()
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{
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AddInternal(backgroundBox = new SelectableAreaBackground
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AddInternal(new SelectableAreaBackground
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{
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Colour = Color4.Black,
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Depth = float.MaxValue,
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@ -100,18 +88,6 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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protected override Container<SelectionBlueprint<HitObject>> CreateSelectionBlueprintContainer() => new TimelineSelectionBlueprintContainer { RelativeSizeAxes = Axes.Both };
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protected override bool OnHover(HoverEvent e)
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{
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backgroundBox.FadeColour(colours.BlueLighter, 120, Easing.OutQuint);
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return base.OnHover(e);
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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backgroundBox.FadeColour(Color4.Black, 600, Easing.OutQuint);
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base.OnHoverLost(e);
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}
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protected override void OnDrag(DragEvent e)
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{
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handleScrollViaDrag(e);
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@ -184,7 +160,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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return new TimelineHitObjectBlueprint(item)
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{
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OnDragHandled = handleScrollViaDrag
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OnDragHandled = handleScrollViaDrag,
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};
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}
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@ -212,6 +188,15 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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private class SelectableAreaBackground : CompositeDrawable
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{
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[Resolved]
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private OsuColour colours { get; set; }
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
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{
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float localY = ToLocalSpace(screenSpacePos).Y;
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return DrawRectangle.Top <= localY && DrawRectangle.Bottom >= localY;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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@ -235,114 +220,17 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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}
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});
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}
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}
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internal class TimelineSelectionHandler : EditorSelectionHandler, IKeyBindingHandler<GlobalAction>
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{
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// for now we always allow movement. snapping is provided by the Timeline's "distance" snap implementation
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public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent) => true;
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public bool OnPressed(GlobalAction action)
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protected override bool OnHover(HoverEvent e)
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{
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switch (action)
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{
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case GlobalAction.EditorNudgeLeft:
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nudgeSelection(-1);
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return true;
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case GlobalAction.EditorNudgeRight:
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nudgeSelection(1);
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return true;
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}
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return false;
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this.FadeColour(colours.BlueLighter, 120, Easing.OutQuint);
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return base.OnHover(e);
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}
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public void OnReleased(GlobalAction action)
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protected override void OnHoverLost(HoverLostEvent e)
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{
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}
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/// <summary>
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/// Nudge the current selection by the specified multiple of beat divisor lengths,
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/// based on the timing at the first object in the selection.
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/// </summary>
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/// <param name="amount">The direction and count of beat divisor lengths to adjust.</param>
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private void nudgeSelection(int amount)
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{
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var selected = EditorBeatmap.SelectedHitObjects;
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if (selected.Count == 0)
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return;
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var timingPoint = EditorBeatmap.ControlPointInfo.TimingPointAt(selected.First().StartTime);
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double adjustment = timingPoint.BeatLength / EditorBeatmap.BeatDivisor * amount;
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EditorBeatmap.PerformOnSelection(h =>
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{
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h.StartTime += adjustment;
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EditorBeatmap.Update(h);
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});
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}
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}
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private class TimelineDragBox : DragBox
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{
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// the following values hold the start and end X positions of the drag box in the timeline's local space,
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// but with zoom unapplied in order to be able to compensate for positional changes
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// while the timeline is being zoomed in/out.
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private float? selectionStart;
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private float selectionEnd;
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[Resolved]
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private Timeline timeline { get; set; }
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public TimelineDragBox(Action<RectangleF> performSelect)
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: base(performSelect)
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{
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}
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protected override Drawable CreateBox() => new Box
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{
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RelativeSizeAxes = Axes.Y,
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Alpha = 0.3f
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};
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public override bool HandleDrag(MouseButtonEvent e)
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{
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selectionStart ??= e.MouseDownPosition.X / timeline.CurrentZoom;
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// only calculate end when a transition is not in progress to avoid bouncing.
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if (Precision.AlmostEquals(timeline.CurrentZoom, timeline.Zoom))
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selectionEnd = e.MousePosition.X / timeline.CurrentZoom;
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updateDragBoxPosition();
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return true;
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}
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private void updateDragBoxPosition()
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{
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if (selectionStart == null)
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return;
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float rescaledStart = selectionStart.Value * timeline.CurrentZoom;
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float rescaledEnd = selectionEnd * timeline.CurrentZoom;
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Box.X = Math.Min(rescaledStart, rescaledEnd);
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Box.Width = Math.Abs(rescaledStart - rescaledEnd);
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var boxScreenRect = Box.ScreenSpaceDrawQuad.AABBFloat;
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// we don't care about where the hitobjects are vertically. in cases like stacking display, they may be outside the box without this adjustment.
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boxScreenRect.Y -= boxScreenRect.Height;
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boxScreenRect.Height *= 2;
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PerformSelection?.Invoke(boxScreenRect);
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}
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public override void Hide()
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{
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base.Hide();
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selectionStart = null;
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this.FadeColour(Color4.Black, 600, Easing.OutQuint);
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base.OnHoverLost(e);
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}
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}
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@ -0,0 +1,79 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Framework.Utils;
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namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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public class TimelineDragBox : DragBox
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{
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// the following values hold the start and end X positions of the drag box in the timeline's local space,
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// but with zoom unapplied in order to be able to compensate for positional changes
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// while the timeline is being zoomed in/out.
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private float? selectionStart;
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private float selectionEnd;
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[Resolved]
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private Timeline timeline { get; set; }
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public TimelineDragBox(Action<RectangleF> performSelect)
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: base(performSelect)
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{
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}
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protected override Drawable CreateBox() => new Box
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{
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RelativeSizeAxes = Axes.Y,
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Alpha = 0.3f
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};
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public override bool HandleDrag(MouseButtonEvent e)
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{
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// The dragbox should only be active if the mouseDownPosition.Y is within this drawable's bounds.
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float localY = ToLocalSpace(e.ScreenSpaceMouseDownPosition).Y;
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if (DrawRectangle.Top > localY || DrawRectangle.Bottom < localY)
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return false;
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selectionStart ??= e.MouseDownPosition.X / timeline.CurrentZoom;
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// only calculate end when a transition is not in progress to avoid bouncing.
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if (Precision.AlmostEquals(timeline.CurrentZoom, timeline.Zoom))
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selectionEnd = e.MousePosition.X / timeline.CurrentZoom;
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updateDragBoxPosition();
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return true;
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}
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private void updateDragBoxPosition()
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{
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if (selectionStart == null)
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return;
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float rescaledStart = selectionStart.Value * timeline.CurrentZoom;
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float rescaledEnd = selectionEnd * timeline.CurrentZoom;
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Box.X = Math.Min(rescaledStart, rescaledEnd);
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Box.Width = Math.Abs(rescaledStart - rescaledEnd);
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var boxScreenRect = Box.ScreenSpaceDrawQuad.AABBFloat;
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// we don't care about where the hitobjects are vertically. in cases like stacking display, they may be outside the box without this adjustment.
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boxScreenRect.Y -= boxScreenRect.Height;
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boxScreenRect.Height *= 2;
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PerformSelection?.Invoke(boxScreenRect);
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}
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public override void Hide()
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{
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base.Hide();
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selectionStart = null;
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}
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}
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}
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@ -0,0 +1,65 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Input.Bindings;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets.Objects;
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using osuTK;
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namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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internal class TimelineSelectionHandler : EditorSelectionHandler, IKeyBindingHandler<GlobalAction>
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{
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[Resolved]
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private Timeline timeline { get; set; }
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => timeline.ScreenSpaceDrawQuad.Contains(screenSpacePos);
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// for now we always allow movement. snapping is provided by the Timeline's "distance" snap implementation
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public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent) => true;
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public bool OnPressed(GlobalAction action)
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{
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switch (action)
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{
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case GlobalAction.EditorNudgeLeft:
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nudgeSelection(-1);
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return true;
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case GlobalAction.EditorNudgeRight:
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nudgeSelection(1);
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return true;
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}
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return false;
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}
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public void OnReleased(GlobalAction action)
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{
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}
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/// <summary>
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/// Nudge the current selection by the specified multiple of beat divisor lengths,
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/// based on the timing at the first object in the selection.
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/// </summary>
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/// <param name="amount">The direction and count of beat divisor lengths to adjust.</param>
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private void nudgeSelection(int amount)
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{
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var selected = EditorBeatmap.SelectedHitObjects;
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if (selected.Count == 0)
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return;
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var timingPoint = EditorBeatmap.ControlPointInfo.TimingPointAt(selected.First().StartTime);
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double adjustment = timingPoint.BeatLength / EditorBeatmap.BeatDivisor * amount;
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EditorBeatmap.PerformOnSelection(h =>
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{
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h.StartTime += adjustment;
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EditorBeatmap.Update(h);
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});
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}
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}
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}
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