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Merge pull request #2329 from smoogipoo/selectionlayer-rewrite
Rewrite editor selections to better handle selection and movement logic
This commit is contained in:
commit
b91f538d5d
@ -21,6 +21,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Layers.Selection.Overlays
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Size = hitCircle.Size;
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Scale = hitCircle.Scale;
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CornerRadius = Size.X / 2;
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AddInternal(new RingPiece());
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hitCircle.HitObject.PositionChanged += _ => Position = hitCircle.Position;
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@ -38,6 +38,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Layers.Selection.Overlays
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Scale = slider.HeadCircle.Scale;
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AddInternal(new RingPiece());
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Select();
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}
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[BackgroundDependencyLoader]
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@ -52,5 +54,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Layers.Selection.Overlays
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RelativeAnchorPosition = hitObject.RelativeAnchorPosition;
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}
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// Todo: This is temporary, since the slider circle masks don't do anything special yet. In the future they will handle input.
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public override bool HandleMouseInput => false;
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}
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}
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@ -3,6 +3,7 @@
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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.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Osu.Objects;
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@ -59,5 +60,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Layers.Selection.Overlays
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}
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public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => body.ReceiveMouseInputAt(screenSpacePos);
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public override Vector2 SelectionPoint => ToScreenSpace(OriginPosition);
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public override Quad SelectionQuad => body.PathDrawQuad;
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}
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}
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@ -10,7 +10,6 @@ using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Scoring;
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using OpenTK.Graphics;
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@ -177,8 +176,5 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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public Drawable ProxiedLayer => HeadCircle.ApproachCircle;
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public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => Body.ReceiveMouseInputAt(screenSpacePos);
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public override Vector2 SelectionPoint => ToScreenSpace(OriginPosition);
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public override Quad SelectionQuad => Body.PathDrawQuad;
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}
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}
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@ -7,10 +7,11 @@ using osu.Game.Rulesets.Objects;
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using OpenTK;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Edit.Types;
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namespace osu.Game.Rulesets.Osu.Objects
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{
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public abstract class OsuHitObject : HitObject, IHasComboInformation, IHasPosition
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public abstract class OsuHitObject : HitObject, IHasComboInformation, IHasEditablePosition
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{
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public const double OBJECT_RADIUS = 64;
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@ -3,6 +3,7 @@
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using System;
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using System.Collections.Generic;
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using JetBrains.Annotations;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Timing;
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@ -12,7 +13,6 @@ using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Edit;
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using osu.Game.Rulesets.Osu.Edit.Layers.Selection.Overlays;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Screens.Edit.Screens.Compose.Layers;
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using osu.Game.Tests.Beatmaps;
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@ -20,19 +20,16 @@ using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Tests.Visual
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{
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[TestFixture]
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public class TestCaseEditorSelectionLayer : OsuTestCase
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public class TestCaseHitObjectComposer : OsuTestCase
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{
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(SelectionLayer),
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typeof(SelectionBox),
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typeof(MaskSelection),
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typeof(DragLayer),
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typeof(HitObjectComposer),
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typeof(OsuHitObjectComposer),
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typeof(HitObjectMaskLayer),
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typeof(HitObjectMask),
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typeof(HitCircleMask),
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typeof(SliderMask),
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typeof(SliderCircleMask)
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typeof(NotNullAttribute)
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};
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private DependencyContainer dependencies;
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@ -65,9 +65,6 @@ namespace osu.Game.Rulesets.Edit
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return;
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}
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HitObjectMaskLayer hitObjectMaskLayer = new HitObjectMaskLayer(this);
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SelectionLayer selectionLayer = new SelectionLayer(rulesetContainer.Playfield);
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var layerBelowRuleset = new BorderLayer
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{
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RelativeSizeAxes = Axes.Both,
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@ -75,12 +72,7 @@ namespace osu.Game.Rulesets.Edit
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};
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var layerAboveRuleset = CreateLayerContainer();
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layerAboveRuleset.Children = new Drawable[]
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{
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selectionLayer, // Below object overlays for input
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hitObjectMaskLayer,
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selectionLayer.CreateProxy() // Proxy above object overlays for selections
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};
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layerAboveRuleset.Child = new HitObjectMaskLayer(rulesetContainer.Playfield, this);
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layerContainers.Add(layerBelowRuleset);
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layerContainers.Add(layerAboveRuleset);
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@ -122,11 +114,6 @@ namespace osu.Game.Rulesets.Edit
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}
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};
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selectionLayer.ObjectSelected += hitObjectMaskLayer.AddOverlay;
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selectionLayer.ObjectDeselected += hitObjectMaskLayer.RemoveOverlay;
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selectionLayer.SelectionCleared += hitObjectMaskLayer.RemoveSelectionOverlay;
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selectionLayer.SelectionFinished += hitObjectMaskLayer.AddSelectionOverlay;
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toolboxCollection.Items =
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CompositionTools.Select(t => new RadioButton(t.Name, () => setCompositionTool(t)))
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.Prepend(new RadioButton("Select", () => setCompositionTool(null)))
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@ -261,11 +248,10 @@ namespace osu.Game.Rulesets.Edit
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public virtual HitObjectMask CreateMaskFor(DrawableHitObject hitObject) => null;
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/// <summary>
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/// Creates a <see cref="SelectionBox"/> which outlines <see cref="DrawableHitObject"/>s
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/// and handles all hitobject movement/pattern adjustments.
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/// Creates a <see cref="MaskSelection"/> which outlines <see cref="DrawableHitObject"/>s
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/// and handles hitobject pattern adjustments.
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/// </summary>
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/// <param name="overlays">The <see cref="DrawableHitObject"/> overlays.</param>
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public virtual SelectionBox CreateSelectionOverlay(IReadOnlyList<HitObjectMask> overlays) => new SelectionBox(overlays);
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public virtual MaskSelection CreateMaskSelection() => new MaskSelection();
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/// <summary>
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/// Creates a <see cref="ScalableContainer"/> which provides a layer above or below the <see cref="Playfield"/>.
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@ -1,21 +1,146 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Framework;
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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.Input;
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using osu.Game.Rulesets.Objects.Drawables;
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using OpenTK;
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namespace osu.Game.Rulesets.Edit
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{
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/// <summary>
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/// A mask placed above a <see cref="DrawableHitObject"/> adding editing functionality.
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/// </summary>
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public class HitObjectMask : Container
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public class HitObjectMask : CompositeDrawable, IStateful<SelectionState>
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{
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/// <summary>
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/// Invoked when this <see cref="HitObjectMask"/> has been selected.
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/// </summary>
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public event Action<HitObjectMask> Selected;
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/// <summary>
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/// Invoked when this <see cref="HitObjectMask"/> has been deselected.
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/// </summary>
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public event Action<HitObjectMask> Deselected;
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/// <summary>
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/// Invoked when this <see cref="HitObjectMask"/> has requested selection.
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/// Will fire even if already selected. Does not actually perform selection.
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/// </summary>
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public event Action<HitObjectMask, InputState> SelectionRequested;
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/// <summary>
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/// Invoked when this <see cref="HitObjectMask"/> has requested drag.
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/// </summary>
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public event Action<HitObjectMask, InputState> DragRequested;
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/// <summary>
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/// The <see cref="DrawableHitObject"/> which this <see cref="HitObjectMask"/> applies to.
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/// </summary>
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public readonly DrawableHitObject HitObject;
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protected override bool ShouldBeAlive => HitObject.IsAlive && HitObject.IsPresent || State == SelectionState.Selected;
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public override bool HandleMouseInput => ShouldBeAlive;
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public override bool RemoveWhenNotAlive => false;
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public HitObjectMask(DrawableHitObject hitObject)
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{
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HitObject = hitObject;
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AlwaysPresent = true;
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Alpha = 0;
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}
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private SelectionState state;
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public event Action<SelectionState> StateChanged;
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public SelectionState State
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{
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get => state;
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set
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{
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if (state == value) return;
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state = value;
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switch (state)
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{
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case SelectionState.Selected:
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Show();
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Selected?.Invoke(this);
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break;
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case SelectionState.NotSelected:
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Hide();
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Deselected?.Invoke(this);
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break;
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}
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}
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}
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/// <summary>
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/// Selects this <see cref="HitObjectMask"/>, causing it to become visible.
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/// </summary>
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public void Select() => State = SelectionState.Selected;
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/// <summary>
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/// Deselects this <see cref="HitObjectMask"/>, causing it to become invisible.
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/// </summary>
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public void Deselect() => State = SelectionState.NotSelected;
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public bool IsSelected => State == SelectionState.Selected;
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private bool selectionRequested;
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
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{
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selectionRequested = false;
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if (State == SelectionState.NotSelected)
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{
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SelectionRequested?.Invoke(this, state);
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selectionRequested = true;
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}
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return IsSelected;
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}
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protected override bool OnClick(InputState state)
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{
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if (State == SelectionState.Selected && !selectionRequested)
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{
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selectionRequested = true;
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SelectionRequested?.Invoke(this, state);
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return true;
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}
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return base.OnClick(state);
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}
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protected override bool OnDragStart(InputState state) => true;
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protected override bool OnDrag(InputState state)
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{
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DragRequested?.Invoke(this, state);
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return true;
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}
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/// <summary>
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/// The screen-space point that causes this <see cref="HitObjectMask"/> to be selected.
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/// </summary>
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public virtual Vector2 SelectionPoint => ScreenSpaceDrawQuad.Centre;
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/// <summary>
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/// The screen-space quad that outlines this <see cref="HitObjectMask"/> for selections.
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/// </summary>
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public virtual Quad SelectionQuad => ScreenSpaceDrawQuad;
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}
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public enum SelectionState
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{
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NotSelected,
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Selected
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}
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}
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@ -6,14 +6,12 @@ using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Audio;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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using OpenTK;
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using OpenTK.Graphics;
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namespace osu.Game.Rulesets.Objects.Drawables
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@ -231,16 +229,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
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protected virtual void CheckForJudgements(bool userTriggered, double timeOffset)
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{
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}
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/// <summary>
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/// The screen-space point that causes this <see cref="DrawableHitObject"/> to be selected in the Editor.
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/// </summary>
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public virtual Vector2 SelectionPoint => ScreenSpaceDrawQuad.Centre;
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/// <summary>
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/// The screen-space quad that outlines this <see cref="DrawableHitObject"/> for selections in the Editor.
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/// </summary>
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public virtual Quad SelectionQuad => ScreenSpaceDrawQuad;
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}
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public abstract class DrawableHitObject<TObject> : DrawableHitObject
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92
osu.Game/Screens/Edit/Screens/Compose/Layers/DragLayer.cs
Normal file
92
osu.Game/Screens/Edit/Screens/Compose/Layers/DragLayer.cs
Normal file
@ -0,0 +1,92 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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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.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;
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using osu.Game.Rulesets.Edit;
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using OpenTK.Graphics;
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namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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{
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/// <summary>
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/// A layer that handles and displays drag selection for a collection of <see cref="HitObjectMask"/>s.
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/// </summary>
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public class DragLayer : CompositeDrawable
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{
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private readonly Action<RectangleF> performSelection;
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/// <summary>
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/// Invoked when the drag selection has finished.
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/// </summary>
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public event Action DragEnd;
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private Drawable box;
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/// <summary>
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/// Creates a new <see cref="DragLayer"/>.
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/// </summary>
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/// <param name="maskContainer">The selectable <see cref="HitObjectMask"/>s.</param>
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public DragLayer(Action<RectangleF> performSelection)
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{
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this.performSelection = performSelection;
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RelativeSizeAxes = Axes.Both;
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AlwaysPresent = true;
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Alpha = 0;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChild = box = new Container
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{
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Masking = true,
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BorderColour = Color4.White,
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BorderThickness = MaskSelection.BORDER_RADIUS,
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Child = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0.1f
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}
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};
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}
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protected override bool OnDragStart(InputState state)
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{
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this.FadeIn(250, Easing.OutQuint);
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return true;
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}
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protected override bool OnDrag(InputState state)
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{
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var dragPosition = state.Mouse.NativeState.Position;
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var dragStartPosition = state.Mouse.NativeState.PositionMouseDown ?? dragPosition;
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var dragQuad = new Quad(dragStartPosition.X, dragStartPosition.Y, dragPosition.X - dragStartPosition.X, dragPosition.Y - dragStartPosition.Y);
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// We use AABBFloat instead of RectangleF since it handles negative sizes for us
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var dragRectangle = dragQuad.AABBFloat;
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var topLeft = ToLocalSpace(dragRectangle.TopLeft);
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var bottomRight = ToLocalSpace(dragRectangle.BottomRight);
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box.Position = topLeft;
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box.Size = bottomRight - topLeft;
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performSelection?.Invoke(dragRectangle);
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return true;
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}
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protected override bool OnDragEnd(InputState state)
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{
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this.FadeOut(250, Easing.OutQuint);
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DragEnd?.Invoke();
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return true;
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||||
}
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}
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}
|
@ -2,65 +2,92 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
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|
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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{
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public class HitObjectMaskLayer : CompositeDrawable
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{
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private readonly Playfield playfield;
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private readonly HitObjectComposer composer;
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private readonly Container<HitObjectMask> overlayContainer;
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public HitObjectMaskLayer(HitObjectComposer composer)
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private MaskContainer maskContainer;
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public HitObjectMaskLayer(Playfield playfield, HitObjectComposer composer)
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{
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// we need the playfield as HitObjects may not be initialised until its BDL.
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this.playfield = playfield;
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||||
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this.composer = composer;
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RelativeSizeAxes = Axes.Both;
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}
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InternalChild = overlayContainer = new Container<HitObjectMask> { RelativeSizeAxes = Axes.Both };
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[BackgroundDependencyLoader]
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private void load()
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||||
{
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maskContainer = new MaskContainer();
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||||
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var maskSelection = composer.CreateMaskSelection();
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||||
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||||
maskContainer.MaskSelected += maskSelection.HandleSelected;
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maskContainer.MaskDeselected += maskSelection.HandleDeselected;
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maskContainer.MaskSelectionRequested += maskSelection.HandleSelectionRequested;
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||||
maskContainer.MaskDragRequested += maskSelection.HandleDrag;
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maskSelection.DeselectAll = maskContainer.DeselectAll;
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var dragLayer = new DragLayer(maskContainer.Select);
|
||||
dragLayer.DragEnd += () => maskSelection.UpdateVisibility();
|
||||
|
||||
InternalChildren = new Drawable[]
|
||||
{
|
||||
dragLayer,
|
||||
maskSelection,
|
||||
maskContainer,
|
||||
dragLayer.CreateProxy()
|
||||
};
|
||||
|
||||
foreach (var obj in playfield.HitObjects.Objects)
|
||||
addMask(obj);
|
||||
}
|
||||
|
||||
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
|
||||
{
|
||||
maskContainer.DeselectAll();
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds an overlay for a <see cref="DrawableHitObject"/> which adds movement support.
|
||||
/// Adds a mask for a <see cref="DrawableHitObject"/> which adds movement support.
|
||||
/// </summary>
|
||||
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to create an overlay for.</param>
|
||||
public void AddOverlay(DrawableHitObject hitObject)
|
||||
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to create a mask for.</param>
|
||||
private void addMask(DrawableHitObject hitObject)
|
||||
{
|
||||
var overlay = composer.CreateMaskFor(hitObject);
|
||||
if (overlay == null)
|
||||
var mask = composer.CreateMaskFor(hitObject);
|
||||
if (mask == null)
|
||||
return;
|
||||
|
||||
overlayContainer.Add(overlay);
|
||||
maskContainer.Add(mask);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes the overlay for a <see cref="DrawableHitObject"/>.
|
||||
/// Removes the mask for a <see cref="DrawableHitObject"/>.
|
||||
/// </summary>
|
||||
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to remove the overlay for.</param>
|
||||
public void RemoveOverlay(DrawableHitObject hitObject)
|
||||
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to remove the mask for.</param>
|
||||
private void removeMask(DrawableHitObject hitObject)
|
||||
{
|
||||
var existing = overlayContainer.FirstOrDefault(h => h.HitObject == hitObject);
|
||||
if (existing == null)
|
||||
var mask = maskContainer.FirstOrDefault(h => h.HitObject == hitObject);
|
||||
if (mask == null)
|
||||
return;
|
||||
|
||||
existing.Hide();
|
||||
existing.Expire();
|
||||
}
|
||||
|
||||
private SelectionBox currentSelectionBox;
|
||||
|
||||
public void AddSelectionOverlay()
|
||||
{
|
||||
if (overlayContainer.Count > 0)
|
||||
AddInternal(currentSelectionBox = composer.CreateSelectionOverlay(overlayContainer));
|
||||
}
|
||||
|
||||
public void RemoveSelectionOverlay()
|
||||
{
|
||||
currentSelectionBox?.Hide();
|
||||
currentSelectionBox?.Expire();
|
||||
maskContainer.Remove(mask);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
123
osu.Game/Screens/Edit/Screens/Compose/Layers/MaskContainer.cs
Normal file
123
osu.Game/Screens/Edit/Screens/Compose/Layers/MaskContainer.cs
Normal file
@ -0,0 +1,123 @@
|
||||
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Input;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using RectangleF = osu.Framework.Graphics.Primitives.RectangleF;
|
||||
|
||||
namespace osu.Game.Screens.Edit.Screens.Compose.Layers
|
||||
{
|
||||
public class MaskContainer : Container<HitObjectMask>
|
||||
{
|
||||
/// <summary>
|
||||
/// Invoked when any <see cref="HitObjectMask"/> is selected.
|
||||
/// </summary>
|
||||
public event Action<HitObjectMask> MaskSelected;
|
||||
|
||||
/// <summary>
|
||||
/// Invoked when any <see cref="HitObjectMask"/> is deselected.
|
||||
/// </summary>
|
||||
public event Action<HitObjectMask> MaskDeselected;
|
||||
|
||||
/// <summary>
|
||||
/// Invoked when any <see cref="HitObjectMask"/> requests selection.
|
||||
/// </summary>
|
||||
public event Action<HitObjectMask, InputState> MaskSelectionRequested;
|
||||
|
||||
/// <summary>
|
||||
/// Invoked when any <see cref="HitObjectMask"/> requests drag.
|
||||
/// </summary>
|
||||
public event Action<HitObjectMask, InputState> MaskDragRequested;
|
||||
|
||||
private IEnumerable<HitObjectMask> aliveMasks => AliveInternalChildren.Cast<HitObjectMask>();
|
||||
|
||||
public MaskContainer()
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
}
|
||||
|
||||
public override void Add(HitObjectMask drawable)
|
||||
{
|
||||
base.Add(drawable);
|
||||
|
||||
drawable.Selected += onMaskSelected;
|
||||
drawable.Deselected += onMaskDeselected;
|
||||
drawable.SelectionRequested += onSelectionRequested;
|
||||
drawable.DragRequested += onDragRequested;
|
||||
}
|
||||
|
||||
public override bool Remove(HitObjectMask drawable)
|
||||
{
|
||||
var result = base.Remove(drawable);
|
||||
|
||||
if (result)
|
||||
{
|
||||
drawable.Selected -= onMaskSelected;
|
||||
drawable.Deselected -= onMaskDeselected;
|
||||
drawable.SelectionRequested -= onSelectionRequested;
|
||||
drawable.DragRequested -= onDragRequested;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Select all masks in a given rectangle selection area.
|
||||
/// </summary>
|
||||
/// <param name="rect">The rectangle to perform a selection on in screen-space coordinates.</param>
|
||||
public void Select(RectangleF rect)
|
||||
{
|
||||
foreach (var mask in aliveMasks.ToList())
|
||||
{
|
||||
if (mask.IsPresent && rect.Contains(mask.SelectionPoint))
|
||||
mask.Select();
|
||||
else
|
||||
mask.Deselect();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deselects all selected <see cref="HitObjectMask"/>s.
|
||||
/// </summary>
|
||||
public void DeselectAll() => aliveMasks.ToList().ForEach(m => m.Deselect());
|
||||
|
||||
private void onMaskSelected(HitObjectMask mask)
|
||||
{
|
||||
MaskSelected?.Invoke(mask);
|
||||
ChangeChildDepth(mask, 1);
|
||||
}
|
||||
|
||||
private void onMaskDeselected(HitObjectMask mask)
|
||||
{
|
||||
MaskDeselected?.Invoke(mask);
|
||||
ChangeChildDepth(mask, 0);
|
||||
}
|
||||
|
||||
private void onSelectionRequested(HitObjectMask mask, InputState state) => MaskSelectionRequested?.Invoke(mask, state);
|
||||
private void onDragRequested(HitObjectMask mask, InputState state) => MaskDragRequested?.Invoke(mask, state);
|
||||
|
||||
protected override int Compare(Drawable x, Drawable y)
|
||||
{
|
||||
if (!(x is HitObjectMask xMask) || !(y is HitObjectMask yMask))
|
||||
return base.Compare(x, y);
|
||||
return Compare(xMask, yMask);
|
||||
}
|
||||
|
||||
public int Compare(HitObjectMask x, HitObjectMask y)
|
||||
{
|
||||
// dpeth is used to denote selected status (we always want selected masks to handle input first).
|
||||
int d = x.Depth.CompareTo(y.Depth);
|
||||
if (d != 0)
|
||||
return d;
|
||||
|
||||
// Put earlier hitobjects towards the end of the list, so they handle input first
|
||||
int i = y.HitObject.HitObject.StartTime.CompareTo(x.HitObject.HitObject.StartTime);
|
||||
return i == 0 ? CompareReverseChildID(x, y) : i;
|
||||
}
|
||||
}
|
||||
}
|
164
osu.Game/Screens/Edit/Screens/Compose/Layers/MaskSelection.cs
Normal file
164
osu.Game/Screens/Edit/Screens/Compose/Layers/MaskSelection.cs
Normal file
@ -0,0 +1,164 @@
|
||||
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Input;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Edit.Types;
|
||||
using OpenTK;
|
||||
|
||||
namespace osu.Game.Screens.Edit.Screens.Compose.Layers
|
||||
{
|
||||
/// <summary>
|
||||
/// A box which surrounds <see cref="HitObjectMask"/>s and provides interactive handles, context menus etc.
|
||||
/// </summary>
|
||||
public class MaskSelection : CompositeDrawable
|
||||
{
|
||||
public const float BORDER_RADIUS = 2;
|
||||
|
||||
private readonly List<HitObjectMask> selectedMasks;
|
||||
|
||||
private Drawable outline;
|
||||
|
||||
public MaskSelection()
|
||||
{
|
||||
selectedMasks = new List<HitObjectMask>();
|
||||
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
AlwaysPresent = true;
|
||||
Alpha = 0;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
InternalChild = outline = new Container
|
||||
{
|
||||
Masking = true,
|
||||
BorderThickness = BORDER_RADIUS,
|
||||
BorderColour = colours.Yellow,
|
||||
Child = new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
AlwaysPresent = true,
|
||||
Alpha = 0
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
#region User Input Handling
|
||||
|
||||
public void HandleDrag(HitObjectMask m, InputState state)
|
||||
{
|
||||
// Todo: Various forms of snapping
|
||||
|
||||
foreach (var mask in selectedMasks)
|
||||
{
|
||||
switch (mask.HitObject.HitObject)
|
||||
{
|
||||
case IHasEditablePosition editablePosition:
|
||||
editablePosition.OffsetPosition(state.Mouse.Delta);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Selection Handling
|
||||
|
||||
/// <summary>
|
||||
/// Bind an action to deselect all selected masks.
|
||||
/// </summary>
|
||||
public Action DeselectAll { private get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Handle a mask becoming selected.
|
||||
/// </summary>
|
||||
/// <param name="mask">The mask.</param>
|
||||
public void HandleSelected(HitObjectMask mask) => selectedMasks.Add(mask);
|
||||
|
||||
/// <summary>
|
||||
/// Handle a mask becoming deselected.
|
||||
/// </summary>
|
||||
/// <param name="mask">The mask.</param>
|
||||
public void HandleDeselected(HitObjectMask mask)
|
||||
{
|
||||
selectedMasks.Remove(mask);
|
||||
|
||||
// We don't want to update visibility if > 0, since we may be deselecting masks during drag-selection
|
||||
if (selectedMasks.Count == 0)
|
||||
UpdateVisibility();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle a mask requesting selection.
|
||||
/// </summary>
|
||||
/// <param name="mask">The mask.</param>
|
||||
public void HandleSelectionRequested(HitObjectMask mask, InputState state)
|
||||
{
|
||||
if (state.Keyboard.ControlPressed)
|
||||
{
|
||||
if (mask.IsSelected)
|
||||
mask.Deselect();
|
||||
else
|
||||
mask.Select();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (mask.IsSelected)
|
||||
return;
|
||||
|
||||
DeselectAll?.Invoke();
|
||||
mask.Select();
|
||||
}
|
||||
|
||||
UpdateVisibility();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Updates whether this <see cref="MaskSelection"/> is visible.
|
||||
/// </summary>
|
||||
internal void UpdateVisibility()
|
||||
{
|
||||
if (selectedMasks.Count > 0)
|
||||
Show();
|
||||
else
|
||||
Hide();
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
if (selectedMasks.Count == 0)
|
||||
return;
|
||||
|
||||
// Move the rectangle to cover the hitobjects
|
||||
var topLeft = new Vector2(float.MaxValue, float.MaxValue);
|
||||
var bottomRight = new Vector2(float.MinValue, float.MinValue);
|
||||
|
||||
bool hasSelection = false;
|
||||
|
||||
foreach (var mask in selectedMasks)
|
||||
{
|
||||
topLeft = Vector2.ComponentMin(topLeft, ToLocalSpace(mask.SelectionQuad.TopLeft));
|
||||
bottomRight = Vector2.ComponentMax(bottomRight, ToLocalSpace(mask.SelectionQuad.BottomRight));
|
||||
}
|
||||
|
||||
topLeft -= new Vector2(5);
|
||||
bottomRight += new Vector2(5);
|
||||
|
||||
outline.Size = bottomRight - topLeft;
|
||||
outline.Position = topLeft;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,102 +0,0 @@
|
||||
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Input;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Edit.Types;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using OpenTK;
|
||||
|
||||
namespace osu.Game.Screens.Edit.Screens.Compose.Layers
|
||||
{
|
||||
/// <summary>
|
||||
/// A box which surrounds <see cref="DrawableHitObject"/>s and provides interactive handles, context menus etc.
|
||||
/// </summary>
|
||||
public class SelectionBox : VisibilityContainer
|
||||
{
|
||||
private readonly IReadOnlyList<HitObjectMask> overlays;
|
||||
|
||||
public const float BORDER_RADIUS = 2;
|
||||
|
||||
public SelectionBox(IReadOnlyList<HitObjectMask> overlays)
|
||||
{
|
||||
this.overlays = overlays;
|
||||
|
||||
Masking = true;
|
||||
BorderThickness = BORDER_RADIUS;
|
||||
|
||||
InternalChild = new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
AlwaysPresent = true,
|
||||
Alpha = 0
|
||||
};
|
||||
|
||||
State = Visibility.Visible;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
BorderColour = colours.Yellow;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
// Todo: We might need to optimise this
|
||||
|
||||
// Move the rectangle to cover the hitobjects
|
||||
var topLeft = new Vector2(float.MaxValue, float.MaxValue);
|
||||
var bottomRight = new Vector2(float.MinValue, float.MinValue);
|
||||
|
||||
foreach (var obj in overlays)
|
||||
{
|
||||
topLeft = Vector2.ComponentMin(topLeft, Parent.ToLocalSpace(obj.HitObject.SelectionQuad.TopLeft));
|
||||
bottomRight = Vector2.ComponentMax(bottomRight, Parent.ToLocalSpace(obj.HitObject.SelectionQuad.BottomRight));
|
||||
}
|
||||
|
||||
topLeft -= new Vector2(5);
|
||||
bottomRight += new Vector2(5);
|
||||
|
||||
Size = bottomRight - topLeft;
|
||||
Position = topLeft;
|
||||
}
|
||||
|
||||
public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => overlays.Any(o => o.ReceiveMouseInputAt(screenSpacePos));
|
||||
|
||||
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args) => true;
|
||||
|
||||
protected override bool OnDragStart(InputState state) => true;
|
||||
|
||||
protected override bool OnDrag(InputState state)
|
||||
{
|
||||
// Todo: Various forms of snapping
|
||||
foreach (var hitObject in overlays.Select(o => o.HitObject.HitObject))
|
||||
{
|
||||
switch (hitObject)
|
||||
{
|
||||
case IHasEditablePosition editablePosition:
|
||||
editablePosition.OffsetPosition(state.Mouse.Delta);
|
||||
break;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override bool OnDragEnd(InputState state) => true;
|
||||
|
||||
public override bool DisposeOnDeathRemoval => true;
|
||||
|
||||
protected override void PopIn() => this.FadeIn();
|
||||
protected override void PopOut() => this.FadeOut();
|
||||
}
|
||||
}
|
@ -1,240 +0,0 @@
|
||||
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Extensions.IEnumerableExtensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Primitives;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Input;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.UI;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics;
|
||||
using RectangleF = osu.Framework.Graphics.Primitives.RectangleF;
|
||||
|
||||
namespace osu.Game.Screens.Edit.Screens.Compose.Layers
|
||||
{
|
||||
public class SelectionLayer : CompositeDrawable
|
||||
{
|
||||
/// <summary>
|
||||
/// Invoked when a <see cref="DrawableHitObject"/> is selected.
|
||||
/// </summary>
|
||||
public event Action<DrawableHitObject> ObjectSelected;
|
||||
|
||||
/// <summary>
|
||||
/// Invoked when a <see cref="DrawableHitObject"/> is deselected.
|
||||
/// </summary>
|
||||
public event Action<DrawableHitObject> ObjectDeselected;
|
||||
|
||||
/// <summary>
|
||||
/// Invoked when the selection has been cleared.
|
||||
/// </summary>
|
||||
public event Action SelectionCleared;
|
||||
|
||||
/// <summary>
|
||||
/// Invoked when the user has finished selecting all <see cref="DrawableHitObject"/>s.
|
||||
/// </summary>
|
||||
public event Action SelectionFinished;
|
||||
|
||||
private readonly Playfield playfield;
|
||||
|
||||
public SelectionLayer(Playfield playfield)
|
||||
{
|
||||
this.playfield = playfield;
|
||||
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
}
|
||||
|
||||
private DragBox dragBox;
|
||||
|
||||
private readonly HashSet<DrawableHitObject> selectedHitObjects = new HashSet<DrawableHitObject>();
|
||||
|
||||
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
|
||||
{
|
||||
DeselectAll();
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override bool OnDragStart(InputState state)
|
||||
{
|
||||
AddInternal(dragBox = new DragBox());
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override bool OnDrag(InputState state)
|
||||
{
|
||||
dragBox.Show();
|
||||
|
||||
var dragPosition = state.Mouse.NativeState.Position;
|
||||
var dragStartPosition = state.Mouse.NativeState.PositionMouseDown ?? dragPosition;
|
||||
|
||||
var screenSpaceDragQuad = new Quad(dragStartPosition.X, dragStartPosition.Y, dragPosition.X - dragStartPosition.X, dragPosition.Y - dragStartPosition.Y);
|
||||
|
||||
dragBox.SetDragRectangle(screenSpaceDragQuad.AABBFloat);
|
||||
selectQuad(screenSpaceDragQuad);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override bool OnDragEnd(InputState state)
|
||||
{
|
||||
dragBox.Hide();
|
||||
dragBox.Expire();
|
||||
|
||||
finishSelection();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override bool OnClick(InputState state)
|
||||
{
|
||||
selectPoint(state.Mouse.NativeState.Position);
|
||||
finishSelection();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Selects a <see cref="DrawableHitObject"/>.
|
||||
/// </summary>
|
||||
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to select.</param>
|
||||
public void Select(DrawableHitObject hitObject)
|
||||
{
|
||||
if (!select(hitObject))
|
||||
return;
|
||||
|
||||
clearSelection();
|
||||
finishSelection();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Selects a <see cref="DrawableHitObject"/> without performing capture updates.
|
||||
/// </summary>
|
||||
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to select.</param>
|
||||
/// <returns>Whether <paramref name="hitObject"/> was selected.</returns>
|
||||
private bool select(DrawableHitObject hitObject)
|
||||
{
|
||||
if (!selectedHitObjects.Add(hitObject))
|
||||
return false;
|
||||
|
||||
ObjectSelected?.Invoke(hitObject);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deselects a <see cref="DrawableHitObject"/>.
|
||||
/// </summary>
|
||||
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to deselect.</param>
|
||||
public void Deselect(DrawableHitObject hitObject)
|
||||
{
|
||||
if (!deselect(hitObject))
|
||||
return;
|
||||
|
||||
clearSelection();
|
||||
finishSelection();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deselects a <see cref="DrawableHitObject"/> without performing capture updates.
|
||||
/// </summary>
|
||||
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to deselect.</param>
|
||||
/// <returns>Whether the <see cref="DrawableHitObject"/> was deselected.</returns>
|
||||
private bool deselect(DrawableHitObject hitObject)
|
||||
{
|
||||
if (!selectedHitObjects.Remove(hitObject))
|
||||
return false;
|
||||
|
||||
ObjectDeselected?.Invoke(hitObject);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deselects all selected <see cref="DrawableHitObject"/>s.
|
||||
/// </summary>
|
||||
public void DeselectAll()
|
||||
{
|
||||
selectedHitObjects.ForEach(h => ObjectDeselected?.Invoke(h));
|
||||
selectedHitObjects.Clear();
|
||||
|
||||
clearSelection();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Selects all hitobjects that are present within the area of a <see cref="Quad"/>.
|
||||
/// </summary>
|
||||
/// <param name="screenSpaceQuad">The selection <see cref="Quad"/>.</param>
|
||||
// Todo: If needed we can severely reduce allocations in this method
|
||||
private void selectQuad(Quad screenSpaceQuad)
|
||||
{
|
||||
var expectedSelection = playfield.HitObjects.Objects.Where(h => h.IsAlive && h.IsPresent && screenSpaceQuad.Contains(h.SelectionPoint)).ToList();
|
||||
|
||||
var toRemove = selectedHitObjects.Except(expectedSelection).ToList();
|
||||
foreach (var obj in toRemove)
|
||||
deselect(obj);
|
||||
|
||||
expectedSelection.ForEach(h => select(h));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Selects the top-most hitobject that is present under a specific point.
|
||||
/// </summary>
|
||||
/// <param name="screenSpacePoint">The <see cref="Vector2"/> to select at.</param>
|
||||
private void selectPoint(Vector2 screenSpacePoint)
|
||||
{
|
||||
var target = playfield.HitObjects.Objects.Reverse().Where(h => h.IsAlive && h.IsPresent).FirstOrDefault(h => h.ReceiveMouseInputAt(screenSpacePoint));
|
||||
if (target == null)
|
||||
return;
|
||||
|
||||
select(target);
|
||||
}
|
||||
|
||||
private void clearSelection() => SelectionCleared?.Invoke();
|
||||
|
||||
private void finishSelection()
|
||||
{
|
||||
if (selectedHitObjects.Count == 0)
|
||||
return;
|
||||
SelectionFinished?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A box that represents a drag selection.
|
||||
/// </summary>
|
||||
private class DragBox : VisibilityContainer
|
||||
{
|
||||
/// <summary>
|
||||
/// Creates a new <see cref="DragBox"/>.
|
||||
/// </summary>
|
||||
public DragBox()
|
||||
{
|
||||
Masking = true;
|
||||
BorderColour = Color4.White;
|
||||
BorderThickness = SelectionBox.BORDER_RADIUS;
|
||||
|
||||
Child = new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Alpha = 0.1f
|
||||
};
|
||||
}
|
||||
|
||||
public void SetDragRectangle(RectangleF rectangle)
|
||||
{
|
||||
var topLeft = Parent.ToLocalSpace(rectangle.TopLeft);
|
||||
var bottomRight = Parent.ToLocalSpace(rectangle.BottomRight);
|
||||
|
||||
Position = topLeft;
|
||||
Size = bottomRight - topLeft;
|
||||
}
|
||||
|
||||
public override bool DisposeOnDeathRemoval => true;
|
||||
|
||||
protected override void PopIn() => this.FadeIn(250, Easing.OutQuint);
|
||||
protected override void PopOut() => this.FadeOut(250, Easing.OutQuint);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user