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Use existing method to update combo state of selection
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@ -24,7 +24,7 @@ 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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/// Includes selection and manipulation support via a <see cref="SelectionHandler"/>.
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/// Includes selection and manipulation support via a <see cref="Components.SelectionHandler"/>.
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/// </summary>
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public abstract class BlueprintContainer : CompositeDrawable, IKeyBindingHandler<PlatformAction>
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{
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@ -32,7 +32,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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protected Container<SelectionBlueprint> SelectionBlueprints { get; private set; }
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private SelectionHandler selectionHandler;
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protected SelectionHandler SelectionHandler;
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[Resolved(CanBeNull = true)]
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private IEditorChangeHandler changeHandler { get; set; }
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@ -56,15 +56,15 @@ namespace osu.Game.Screens.Edit.Compose.Components
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[BackgroundDependencyLoader]
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private void load()
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{
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selectionHandler = CreateSelectionHandler();
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selectionHandler.DeselectAll = deselectAll;
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SelectionHandler = CreateSelectionHandler();
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SelectionHandler.DeselectAll = deselectAll;
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AddRangeInternal(new[]
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{
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DragBox = CreateDragBox(selectBlueprintsFromDragRectangle),
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selectionHandler,
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SelectionHandler,
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SelectionBlueprints = CreateSelectionBlueprintContainer(),
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selectionHandler.CreateProxy(),
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SelectionHandler.CreateProxy(),
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DragBox.CreateProxy().With(p => p.Depth = float.MinValue)
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});
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@ -102,7 +102,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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new Container<SelectionBlueprint> { RelativeSizeAxes = Axes.Both };
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/// <summary>
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/// Creates a <see cref="SelectionHandler"/> which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
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/// Creates a <see cref="Components.SelectionHandler"/> which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
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/// </summary>
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protected virtual SelectionHandler CreateSelectionHandler() => new SelectionHandler();
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@ -130,7 +130,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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return false;
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// store for double-click handling
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clickedBlueprint = selectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered);
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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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@ -147,7 +147,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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return false;
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// ensure the blueprint which was hovered for the first click is still the hovered blueprint.
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if (clickedBlueprint == null || selectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered) != clickedBlueprint)
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if (clickedBlueprint == null || SelectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered) != clickedBlueprint)
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return false;
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editorClock?.SeekTo(clickedBlueprint.HitObject.StartTime);
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@ -208,7 +208,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (DragBox.State == Visibility.Visible)
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{
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DragBox.Hide();
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selectionHandler.UpdateVisibility();
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SelectionHandler.UpdateVisibility();
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}
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}
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@ -217,7 +217,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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switch (e.Key)
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{
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case Key.Escape:
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if (!selectionHandler.SelectedBlueprints.Any())
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if (!SelectionHandler.SelectedBlueprints.Any())
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return false;
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deselectAll();
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@ -298,14 +298,14 @@ namespace osu.Game.Screens.Edit.Compose.Components
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bool allowDeselection = e.ControlPressed && e.Button == MouseButton.Left;
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// Todo: This is probably incorrectly disallowing multiple selections on stacked objects
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if (!allowDeselection && selectionHandler.SelectedBlueprints.Any(s => s.IsHovered))
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if (!allowDeselection && SelectionHandler.SelectedBlueprints.Any(s => s.IsHovered))
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return;
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foreach (SelectionBlueprint blueprint in SelectionBlueprints.AliveChildren)
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{
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if (blueprint.IsHovered)
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{
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selectionHandler.HandleSelectionRequested(blueprint, e.CurrentState);
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SelectionHandler.HandleSelectionRequested(blueprint, e.CurrentState);
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clickSelectionBegan = true;
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break;
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}
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@ -358,23 +358,23 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private void selectAll()
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{
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SelectionBlueprints.ToList().ForEach(m => m.Select());
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selectionHandler.UpdateVisibility();
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SelectionHandler.UpdateVisibility();
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}
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/// <summary>
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/// Deselects all selected <see cref="SelectionBlueprint"/>s.
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/// </summary>
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private void deselectAll() => selectionHandler.SelectedBlueprints.ToList().ForEach(m => m.Deselect());
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private void deselectAll() => SelectionHandler.SelectedBlueprints.ToList().ForEach(m => m.Deselect());
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private void onBlueprintSelected(SelectionBlueprint blueprint)
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{
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selectionHandler.HandleSelected(blueprint);
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SelectionHandler.HandleSelected(blueprint);
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SelectionBlueprints.ChangeChildDepth(blueprint, 1);
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}
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private void onBlueprintDeselected(SelectionBlueprint blueprint)
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{
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selectionHandler.HandleDeselected(blueprint);
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SelectionHandler.HandleDeselected(blueprint);
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SelectionBlueprints.ChangeChildDepth(blueprint, 0);
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}
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@ -391,16 +391,16 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// </summary>
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private void prepareSelectionMovement()
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{
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if (!selectionHandler.SelectedBlueprints.Any())
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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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// 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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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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movementBlueprint = selectionHandler.SelectedBlueprints.OrderBy(b => b.HitObject.StartTime).First();
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movementBlueprint = SelectionHandler.SelectedBlueprints.OrderBy(b => b.HitObject.StartTime).First();
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movementBlueprintOriginalPosition = movementBlueprint.ScreenSpaceSelectionPoint; // todo: unsure if correct
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}
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@ -425,14 +425,14 @@ namespace osu.Game.Screens.Edit.Compose.Components
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var result = snapProvider.SnapScreenSpacePositionToValidTime(movePosition);
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// Move the hitobjects.
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if (!selectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprint, result.ScreenSpacePosition)))
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if (!SelectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprint, result.ScreenSpacePosition)))
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return true;
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if (result.Time.HasValue)
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{
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// Apply the start time at the newly snapped-to position
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double offset = result.Time.Value - draggedObject.StartTime;
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foreach (HitObject obj in selectionHandler.SelectedHitObjects)
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foreach (HitObject obj in SelectionHandler.SelectedHitObjects)
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obj.StartTime += offset;
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}
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@ -66,14 +66,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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if (Beatmap.SelectedHitObjects.Count > 0)
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{
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foreach (var h in Beatmap.SelectedHitObjects)
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{
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if (h is IHasComboInformation c)
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{
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c.NewCombo = combo.NewValue;
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Beatmap.UpdateHitObject(h);
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}
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}
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SelectionHandler.SetNewCombo(combo.NewValue);
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}
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else if (currentPlacement != null)
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{
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@ -285,7 +285,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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var comboInfo = h as IHasComboInformation;
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if (comboInfo == null)
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throw new InvalidOperationException($"Tried to change combo state of a {h.GetType()}, which doesn't implement {nameof(IHasComboInformation)}");
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continue;
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comboInfo.NewCombo = state;
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EditorBeatmap?.UpdateHitObject(h);
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