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Add a display of count of selected objects in editor

This commit is contained in:
Dean Herbert 2020-07-17 17:48:27 +09:00
parent 02678c04d5
commit ea6f257dc2
2 changed files with 46 additions and 15 deletions

View File

@ -64,6 +64,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
DragBox = CreateDragBox(select),
selectionHandler,
SelectionBlueprints = CreateSelectionBlueprintContainer(),
selectionHandler.CreateProxy(),
DragBox.CreateProxy().With(p => p.Depth = float.MinValue)
});

View File

@ -15,6 +15,7 @@ using osu.Framework.Input.Bindings;
using osu.Framework.Input.States;
using osu.Game.Audio;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
@ -35,7 +36,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
public IEnumerable<HitObject> SelectedHitObjects => selectedBlueprints.Select(b => b.HitObject);
private Drawable outline;
private Drawable content;
private OsuSpriteText selectionDetailsText;
[Resolved(CanBeNull = true)]
protected EditorBeatmap EditorBeatmap { get; private set; }
@ -55,16 +58,41 @@ namespace osu.Game.Screens.Edit.Compose.Components
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
InternalChild = outline = new Container
InternalChild = content = new Container
{
Masking = true,
BorderThickness = BORDER_RADIUS,
BorderColour = colours.Yellow,
Child = new Box
Children = new Drawable[]
{
RelativeSizeAxes = Axes.Both,
AlwaysPresent = true,
Alpha = 0
new Container
{
RelativeSizeAxes = Axes.Both,
Masking = true,
BorderThickness = BORDER_RADIUS,
BorderColour = colours.Yellow,
Child = new Box
{
RelativeSizeAxes = Axes.Both,
AlwaysPresent = true,
Alpha = 0
}
},
new Container
{
Name = "info text",
AutoSizeAxes = Axes.Both,
Children = new Drawable[]
{
new Box
{
Colour = colours.Yellow,
RelativeSizeAxes = Axes.Both,
},
selectionDetailsText = new OsuSpriteText
{
Padding = new MarginPadding(2),
Colour = colours.Gray0,
}
}
}
}
};
}
@ -131,9 +159,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
selectedBlueprints.Remove(blueprint);
EditorBeatmap.SelectedHitObjects.Remove(blueprint.HitObject);
// We don't want to update visibility if > 0, since we may be deselecting blueprints during drag-selection
if (selectedBlueprints.Count == 0)
UpdateVisibility();
UpdateVisibility();
}
/// <summary>
@ -179,7 +205,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// </summary>
internal void UpdateVisibility()
{
if (selectedBlueprints.Count > 0)
int count = selectedBlueprints.Count;
selectionDetailsText.Text = count > 0 ? count.ToString() : string.Empty;
if (count > 0)
Show();
else
Hide();
@ -205,8 +235,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
topLeft -= new Vector2(5);
bottomRight += new Vector2(5);
outline.Size = bottomRight - topLeft;
outline.Position = topLeft;
content.Size = bottomRight - topLeft;
content.Position = topLeft;
}
#endregion