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mirror of https://github.com/ppy/osu.git synced 2024-12-14 21:43:04 +08:00

Use existing method to update combo state of selection

This commit is contained in:
Dean Herbert 2020-09-25 14:19:35 +09:00
parent e009264f10
commit a6adf8334e
3 changed files with 24 additions and 31 deletions

View File

@ -24,7 +24,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
/// <summary>
/// A container which provides a "blueprint" display of hitobjects.
/// Includes selection and manipulation support via a <see cref="SelectionHandler"/>.
/// Includes selection and manipulation support via a <see cref="Components.SelectionHandler"/>.
/// </summary>
public abstract class BlueprintContainer : CompositeDrawable, IKeyBindingHandler<PlatformAction>
{
@ -32,7 +32,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
protected Container<SelectionBlueprint> SelectionBlueprints { get; private set; }
private SelectionHandler selectionHandler;
protected SelectionHandler SelectionHandler;
[Resolved(CanBeNull = true)]
private IEditorChangeHandler changeHandler { get; set; }
@ -56,15 +56,15 @@ namespace osu.Game.Screens.Edit.Compose.Components
[BackgroundDependencyLoader]
private void load()
{
selectionHandler = CreateSelectionHandler();
selectionHandler.DeselectAll = deselectAll;
SelectionHandler = CreateSelectionHandler();
SelectionHandler.DeselectAll = deselectAll;
AddRangeInternal(new[]
{
DragBox = CreateDragBox(selectBlueprintsFromDragRectangle),
selectionHandler,
SelectionHandler,
SelectionBlueprints = CreateSelectionBlueprintContainer(),
selectionHandler.CreateProxy(),
SelectionHandler.CreateProxy(),
DragBox.CreateProxy().With(p => p.Depth = float.MinValue)
});
@ -102,7 +102,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
new Container<SelectionBlueprint> { RelativeSizeAxes = Axes.Both };
/// <summary>
/// Creates a <see cref="SelectionHandler"/> which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
/// Creates a <see cref="Components.SelectionHandler"/> which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
/// </summary>
protected virtual SelectionHandler CreateSelectionHandler() => new SelectionHandler();
@ -130,7 +130,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
return false;
// store for double-click handling
clickedBlueprint = selectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered);
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
@ -147,7 +147,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
return false;
// ensure the blueprint which was hovered for the first click is still the hovered blueprint.
if (clickedBlueprint == null || selectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered) != clickedBlueprint)
if (clickedBlueprint == null || SelectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered) != clickedBlueprint)
return false;
editorClock?.SeekTo(clickedBlueprint.HitObject.StartTime);
@ -208,7 +208,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
if (DragBox.State == Visibility.Visible)
{
DragBox.Hide();
selectionHandler.UpdateVisibility();
SelectionHandler.UpdateVisibility();
}
}
@ -217,7 +217,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
switch (e.Key)
{
case Key.Escape:
if (!selectionHandler.SelectedBlueprints.Any())
if (!SelectionHandler.SelectedBlueprints.Any())
return false;
deselectAll();
@ -298,14 +298,14 @@ namespace osu.Game.Screens.Edit.Compose.Components
bool allowDeselection = e.ControlPressed && e.Button == MouseButton.Left;
// Todo: This is probably incorrectly disallowing multiple selections on stacked objects
if (!allowDeselection && selectionHandler.SelectedBlueprints.Any(s => s.IsHovered))
if (!allowDeselection && SelectionHandler.SelectedBlueprints.Any(s => s.IsHovered))
return;
foreach (SelectionBlueprint blueprint in SelectionBlueprints.AliveChildren)
{
if (blueprint.IsHovered)
{
selectionHandler.HandleSelectionRequested(blueprint, e.CurrentState);
SelectionHandler.HandleSelectionRequested(blueprint, e.CurrentState);
clickSelectionBegan = true;
break;
}
@ -358,23 +358,23 @@ namespace osu.Game.Screens.Edit.Compose.Components
private void selectAll()
{
SelectionBlueprints.ToList().ForEach(m => m.Select());
selectionHandler.UpdateVisibility();
SelectionHandler.UpdateVisibility();
}
/// <summary>
/// Deselects all selected <see cref="SelectionBlueprint"/>s.
/// </summary>
private void deselectAll() => selectionHandler.SelectedBlueprints.ToList().ForEach(m => m.Deselect());
private void deselectAll() => SelectionHandler.SelectedBlueprints.ToList().ForEach(m => m.Deselect());
private void onBlueprintSelected(SelectionBlueprint blueprint)
{
selectionHandler.HandleSelected(blueprint);
SelectionHandler.HandleSelected(blueprint);
SelectionBlueprints.ChangeChildDepth(blueprint, 1);
}
private void onBlueprintDeselected(SelectionBlueprint blueprint)
{
selectionHandler.HandleDeselected(blueprint);
SelectionHandler.HandleDeselected(blueprint);
SelectionBlueprints.ChangeChildDepth(blueprint, 0);
}
@ -391,16 +391,16 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// </summary>
private void prepareSelectionMovement()
{
if (!selectionHandler.SelectedBlueprints.Any())
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
// A special case is added for when a click selection occurred before the drag
if (!clickSelectionBegan && !selectionHandler.SelectedBlueprints.Any(b => b.IsHovered))
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
movementBlueprint = selectionHandler.SelectedBlueprints.OrderBy(b => b.HitObject.StartTime).First();
movementBlueprint = SelectionHandler.SelectedBlueprints.OrderBy(b => b.HitObject.StartTime).First();
movementBlueprintOriginalPosition = movementBlueprint.ScreenSpaceSelectionPoint; // todo: unsure if correct
}
@ -425,14 +425,14 @@ namespace osu.Game.Screens.Edit.Compose.Components
var result = snapProvider.SnapScreenSpacePositionToValidTime(movePosition);
// Move the hitobjects.
if (!selectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprint, result.ScreenSpacePosition)))
if (!SelectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprint, result.ScreenSpacePosition)))
return true;
if (result.Time.HasValue)
{
// Apply the start time at the newly snapped-to position
double offset = result.Time.Value - draggedObject.StartTime;
foreach (HitObject obj in selectionHandler.SelectedHitObjects)
foreach (HitObject obj in SelectionHandler.SelectedHitObjects)
obj.StartTime += offset;
}

View File

@ -66,14 +66,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
if (Beatmap.SelectedHitObjects.Count > 0)
{
foreach (var h in Beatmap.SelectedHitObjects)
{
if (h is IHasComboInformation c)
{
c.NewCombo = combo.NewValue;
Beatmap.UpdateHitObject(h);
}
}
SelectionHandler.SetNewCombo(combo.NewValue);
}
else if (currentPlacement != null)
{

View File

@ -285,7 +285,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
var comboInfo = h as IHasComboInformation;
if (comboInfo == null)
throw new InvalidOperationException($"Tried to change combo state of a {h.GetType()}, which doesn't implement {nameof(IHasComboInformation)}");
continue;
comboInfo.NewCombo = state;
EditorBeatmap?.UpdateHitObject(h);