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mirror of https://github.com/ppy/osu.git synced 2024-11-11 10:33:30 +08:00

Refactor editor selection/blueprint components to be generic

This commit is contained in:
Dean Herbert 2021-04-27 15:40:35 +09:00
parent ec1c336b0a
commit f2e56bd306
22 changed files with 588 additions and 449 deletions

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@ -4,6 +4,7 @@
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Mania.Edit.Blueprints;
using osu.Game.Rulesets.Mania.Objects.Drawables;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Screens.Edit.Compose.Components;
@ -30,6 +31,6 @@ namespace osu.Game.Rulesets.Mania.Edit
return base.CreateBlueprintFor(hitObject);
}
protected override SelectionHandler CreateSelectionHandler() => new ManiaSelectionHandler();
protected override SelectionHandler<HitObject> CreateSelectionHandler() => new ManiaSelectionHandler();
}
}

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@ -7,12 +7,13 @@ using osu.Framework.Allocation;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Mania.Edit.Blueprints;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Screens.Edit.Compose.Components;
namespace osu.Game.Rulesets.Mania.Edit
{
public class ManiaSelectionHandler : SelectionHandler
public class ManiaSelectionHandler : EditorSelectionHandler
{
[Resolved]
private IScrollingInfo scrollingInfo { get; set; }
@ -20,7 +21,7 @@ namespace osu.Game.Rulesets.Mania.Edit
[Resolved]
private HitObjectComposer composer { get; set; }
public override bool HandleMovement(MoveSelectionEvent moveEvent)
public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent)
{
var maniaBlueprint = (ManiaSelectionBlueprint)moveEvent.Blueprint;
int lastColumn = maniaBlueprint.DrawableObject.HitObject.Column;
@ -30,7 +31,7 @@ namespace osu.Game.Rulesets.Mania.Edit
return true;
}
private void performColumnMovement(int lastColumn, MoveSelectionEvent moveEvent)
private void performColumnMovement(int lastColumn, MoveSelectionEvent<HitObject> moveEvent)
{
var maniaPlayfield = ((ManiaHitObjectComposer)composer).Playfield;

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@ -10,7 +10,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints
public abstract class OsuSelectionBlueprint<T> : OverlaySelectionBlueprint
where T : OsuHitObject
{
protected new T HitObject => (T)DrawableObject.HitObject;
protected T HitObject => (T)DrawableObject.HitObject;
protected override bool AlwaysShowWhenSelected => true;

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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles;
using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders;
@ -18,7 +19,7 @@ namespace osu.Game.Rulesets.Osu.Edit
{
}
protected override SelectionHandler CreateSelectionHandler() => new OsuSelectionHandler();
protected override SelectionHandler<HitObject> CreateSelectionHandler() => new OsuSelectionHandler();
public override OverlaySelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject)
{

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@ -147,7 +147,7 @@ namespace osu.Game.Rulesets.Osu.Edit
if (b.IsSelected)
continue;
var hitObject = (OsuHitObject)b.HitObject;
var hitObject = (OsuHitObject)b.Item;
Vector2? snap = checkSnap(hitObject.Position);
if (snap == null && hitObject.Position != hitObject.EndPosition)

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@ -15,7 +15,7 @@ using osuTK;
namespace osu.Game.Rulesets.Osu.Edit
{
public class OsuSelectionHandler : SelectionHandler
public class OsuSelectionHandler : EditorSelectionHandler
{
protected override void OnSelectionChanged()
{
@ -36,7 +36,7 @@ namespace osu.Game.Rulesets.Osu.Edit
referencePathTypes = null;
}
public override bool HandleMovement(MoveSelectionEvent moveEvent)
public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent)
{
var hitObjects = selectedMovableObjects;

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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Edit.Blueprints;
using osu.Game.Screens.Edit.Compose.Components;
@ -15,7 +16,7 @@ namespace osu.Game.Rulesets.Taiko.Edit
{
}
protected override SelectionHandler CreateSelectionHandler() => new TaikoSelectionHandler();
protected override SelectionHandler<HitObject> CreateSelectionHandler() => new TaikoSelectionHandler();
public override OverlaySelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject) =>
new TaikoSelectionBlueprint(hitObject);

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@ -8,12 +8,13 @@ using osu.Framework.Bindables;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Screens.Edit.Compose.Components;
namespace osu.Game.Rulesets.Taiko.Edit
{
public class TaikoSelectionHandler : SelectionHandler
public class TaikoSelectionHandler : EditorSelectionHandler
{
private readonly Bindable<TernaryState> selectionRimState = new Bindable<TernaryState>();
private readonly Bindable<TernaryState> selectionStrongState = new Bindable<TernaryState>();
@ -72,16 +73,16 @@ namespace osu.Game.Rulesets.Taiko.Edit
});
}
protected override IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint> selection)
protected override IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint<HitObject>> selection)
{
if (selection.All(s => s.HitObject is Hit))
if (selection.All(s => s.Item is Hit))
yield return new TernaryStateMenuItem("Rim") { State = { BindTarget = selectionRimState } };
if (selection.All(s => s.HitObject is TaikoHitObject))
if (selection.All(s => s.Item is TaikoHitObject))
yield return new TernaryStateMenuItem("Strong") { State = { BindTarget = selectionStrongState } };
}
public override bool HandleMovement(MoveSelectionEvent moveEvent) => true;
public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent) => true;
protected override void UpdateTernaryStates()
{

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@ -23,8 +23,8 @@ namespace osu.Game.Tests.Visual.Editing
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new TestBeatmap(ruleset, false);
private BlueprintContainer blueprintContainer
=> Editor.ChildrenOfType<BlueprintContainer>().First();
private EditorBlueprintContainer blueprintContainer
=> Editor.ChildrenOfType<EditorBlueprintContainer>().First();
[Test]
public void TestSelectedObjectHasPriorityWhenOverlapping()

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@ -132,8 +132,8 @@ namespace osu.Game.Tests.Visual.Editing
{
AddStep("deselect", () => EditorBeatmap.SelectedHitObjects.Clear());
AddUntilStep("timeline selection box is not visible", () => Editor.ChildrenOfType<Timeline>().First().ChildrenOfType<SelectionHandler>().First().Alpha == 0);
AddUntilStep("composer selection box is not visible", () => Editor.ChildrenOfType<HitObjectComposer>().First().ChildrenOfType<SelectionHandler>().First().Alpha == 0);
AddUntilStep("timeline selection box is not visible", () => Editor.ChildrenOfType<Timeline>().First().ChildrenOfType<EditorSelectionHandler>().First().Alpha == 0);
AddUntilStep("composer selection box is not visible", () => Editor.ChildrenOfType<HitObjectComposer>().First().ChildrenOfType<EditorSelectionHandler>().First().Alpha == 0);
}
AddStep("paste hitobject", () => Editor.Paste());
@ -142,8 +142,8 @@ namespace osu.Game.Tests.Visual.Editing
AddAssert("new object selected", () => EditorBeatmap.SelectedHitObjects.Single().StartTime == 2000);
AddUntilStep("timeline selection box is visible", () => Editor.ChildrenOfType<Timeline>().First().ChildrenOfType<SelectionHandler>().First().Alpha > 0);
AddUntilStep("composer selection box is visible", () => Editor.ChildrenOfType<HitObjectComposer>().First().ChildrenOfType<SelectionHandler>().First().Alpha > 0);
AddUntilStep("timeline selection box is visible", () => Editor.ChildrenOfType<Timeline>().First().ChildrenOfType<EditorSelectionHandler>().First().Alpha > 0);
AddUntilStep("composer selection box is visible", () => Editor.ChildrenOfType<HitObjectComposer>().First().ChildrenOfType<EditorSelectionHandler>().First().Alpha > 0);
}
[Test]

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@ -26,15 +26,15 @@ namespace osu.Game.Tests.Visual.Editing
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new TestBeatmap(ruleset, false);
private BlueprintContainer blueprintContainer
=> Editor.ChildrenOfType<BlueprintContainer>().First();
private EditorBlueprintContainer blueprintContainer
=> Editor.ChildrenOfType<EditorBlueprintContainer>().First();
private void moveMouseToObject(Func<HitObject> targetFunc)
{
AddStep("move mouse to object", () =>
{
var pos = blueprintContainer.SelectionBlueprints
.First(s => s.HitObject == targetFunc())
.First(s => s.Item == targetFunc())
.ChildrenOfType<HitCirclePiece>()
.First().ScreenSpaceDrawQuad.Centre;

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@ -3,12 +3,13 @@
using osu.Framework.Graphics.Primitives;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
namespace osu.Game.Rulesets.Edit
{
public abstract class OverlaySelectionBlueprint : SelectionBlueprint
public abstract class OverlaySelectionBlueprint : SelectionBlueprint<HitObject>
{
/// <summary>
/// The <see cref="DrawableHitObject"/> which this <see cref="OverlaySelectionBlueprint"/> applies to.

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@ -8,7 +8,6 @@ using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
@ -17,26 +16,26 @@ namespace osu.Game.Rulesets.Edit
/// <summary>
/// A blueprint placed above a <see cref="DrawableHitObject"/> adding editing functionality.
/// </summary>
public abstract class SelectionBlueprint : CompositeDrawable, IStateful<SelectionState>
public abstract class SelectionBlueprint<T> : CompositeDrawable, IStateful<SelectionState>
{
public readonly HitObject HitObject;
public readonly T Item;
/// <summary>
/// Invoked when this <see cref="SelectionBlueprint"/> has been selected.
/// Invoked when this <see cref="SelectionBlueprint{T}"/> has been selected.
/// </summary>
public event Action<SelectionBlueprint> Selected;
public event Action<SelectionBlueprint<T>> Selected;
/// <summary>
/// Invoked when this <see cref="SelectionBlueprint"/> has been deselected.
/// Invoked when this <see cref="SelectionBlueprint{T}"/> has been deselected.
/// </summary>
public event Action<SelectionBlueprint> Deselected;
public event Action<SelectionBlueprint<T>> Deselected;
public override bool HandlePositionalInput => ShouldBeAlive;
public override bool RemoveWhenNotAlive => false;
protected SelectionBlueprint(HitObject hitObject)
protected SelectionBlueprint(T item)
{
HitObject = hitObject;
Item = item;
RelativeSizeAxes = Axes.Both;
AlwaysPresent = true;

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@ -3,11 +3,9 @@
using System;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
@ -25,37 +23,26 @@ 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="Components.SelectionHandler"/>.
/// Includes selection and manipulation support via a <see cref="Components.SelectionHandler{T}"/>.
/// </summary>
public abstract class BlueprintContainer : CompositeDrawable, IKeyBindingHandler<PlatformAction>
public abstract class BlueprintContainer<T> : CompositeDrawable, IKeyBindingHandler<PlatformAction>
{
protected DragBox DragBox { get; private set; }
public Container<SelectionBlueprint> SelectionBlueprints { get; private set; }
public Container<SelectionBlueprint<T>> SelectionBlueprints { get; private set; }
protected SelectionHandler SelectionHandler { get; private set; }
protected SelectionHandler<T> SelectionHandler { get; private set; }
protected readonly HitObjectComposer Composer;
[Resolved(CanBeNull = true)]
private IEditorChangeHandler changeHandler { get; set; }
[Resolved]
protected EditorClock EditorClock { get; private set; }
[Resolved]
protected EditorBeatmap Beatmap { get; private set; }
private readonly BindableList<HitObject> selectedHitObjects = new BindableList<HitObject>();
private readonly Dictionary<HitObject, SelectionBlueprint> blueprintMap = new Dictionary<HitObject, SelectionBlueprint>();
private readonly Dictionary<T, SelectionBlueprint<T>> blueprintMap = new Dictionary<T, SelectionBlueprint<T>>();
[Resolved(canBeNull: true)]
private IPositionSnapProvider snapProvider { get; set; }
protected BlueprintContainer(HitObjectComposer composer)
{
Composer = composer;
[Resolved(CanBeNull = true)]
private IEditorChangeHandler changeHandler { get; set; }
protected BlueprintContainer()
{
RelativeSizeAxes = Axes.Both;
}
@ -73,66 +60,28 @@ namespace osu.Game.Screens.Edit.Compose.Components
SelectionHandler.CreateProxy(),
DragBox.CreateProxy().With(p => p.Depth = float.MinValue)
});
// For non-pooled rulesets, hitobjects are already present in the playfield which allows the blueprints to be loaded in the async context.
if (Composer != null)
{
foreach (var obj in Composer.HitObjects)
addBlueprintFor(obj.HitObject);
}
selectedHitObjects.BindTo(Beatmap.SelectedHitObjects);
selectedHitObjects.CollectionChanged += (selectedObjects, args) =>
{
switch (args.Action)
{
case NotifyCollectionChangedAction.Add:
foreach (var o in args.NewItems)
SelectionBlueprints.FirstOrDefault(b => b.HitObject == o)?.Select();
break;
case NotifyCollectionChangedAction.Remove:
foreach (var o in args.OldItems)
SelectionBlueprints.FirstOrDefault(b => b.HitObject == o)?.Deselect();
break;
}
};
}
protected override void LoadComplete()
{
base.LoadComplete();
Beatmap.HitObjectAdded += addBlueprintFor;
Beatmap.HitObjectRemoved += removeBlueprintFor;
if (Composer != null)
{
// For pooled rulesets, blueprints must be added for hitobjects already "current" as they would've not been "current" during the async load addition process above.
foreach (var obj in Composer.HitObjects)
addBlueprintFor(obj.HitObject);
Composer.Playfield.HitObjectUsageBegan += addBlueprintFor;
Composer.Playfield.HitObjectUsageFinished += removeBlueprintFor;
}
}
protected virtual Container<SelectionBlueprint> CreateSelectionBlueprintContainer() => new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both };
protected virtual Container<SelectionBlueprint<T>> CreateSelectionBlueprintContainer() => new Container<SelectionBlueprint<T>> { RelativeSizeAxes = Axes.Both };
/// <summary>
/// Creates a <see cref="Components.SelectionHandler"/> which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
/// Creates a <see cref="Components.SelectionHandler{T}"/> which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
/// </summary>
protected virtual SelectionHandler CreateSelectionHandler() => new SelectionHandler();
protected virtual SelectionHandler<T> CreateSelectionHandler() => new SelectionHandler<T>();
/// <summary>
/// Creates a <see cref="SelectionBlueprint"/> for a specific <see cref="DrawableHitObject"/>.
/// Creates a <see cref="SelectionBlueprint{T}"/> for a specific <see cref="DrawableHitObject"/>.
/// </summary>
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to create the overlay for.</param>
protected virtual SelectionBlueprint CreateBlueprintFor(HitObject hitObject) => null;
protected virtual SelectionBlueprint<T> CreateBlueprintFor(T hitObject) => null;
protected virtual DragBox CreateDragBox(Action<RectangleF> performSelect) => new DragBox(performSelect);
/// <summary>
/// Whether this component is in a state where deselection should be allowed. If false, selection will only be added to.
/// </summary>
protected virtual bool AllowDeselection => true;
protected override bool OnMouseDown(MouseDownEvent e)
{
bool selectionPerformed = performMouseDownActions(e);
@ -143,7 +92,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
return selectionPerformed || e.Button == MouseButton.Left;
}
private SelectionBlueprint clickedBlueprint;
protected SelectionBlueprint<T> ClickedBlueprint { get; private set; }
protected override bool OnClick(ClickEvent e)
{
@ -151,11 +100,11 @@ 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
if (endClickSelection(e) || clickedBlueprint != null)
if (endClickSelection(e) || ClickedBlueprint != null)
return true;
deselectAll();
@ -168,10 +117,9 @@ 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?.SeekSmoothlyTo(clickedBlueprint.HitObject.StartTime);
return true;
}
@ -227,9 +175,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
if (isDraggingBlueprint)
{
// handle positional change etc.
foreach (var obj in selectedHitObjects)
Beatmap.Update(obj);
UpdateSelection();
changeHandler?.EndChange();
}
@ -238,6 +184,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
DragBox.Hide();
}
protected virtual void UpdateSelection()
{
}
protected override bool OnKeyDown(KeyDownEvent e)
{
switch (e.Key)
@ -258,7 +208,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
switch (action.ActionType)
{
case PlatformActionType.SelectAll:
selectAll();
SelectAll();
return true;
}
@ -271,61 +221,55 @@ namespace osu.Game.Screens.Edit.Compose.Components
#region Blueprint Addition/Removal
private void addBlueprintFor(HitObject hitObject)
protected virtual void AddBlueprintFor(T item)
{
if (hitObject is IBarLine)
if (blueprintMap.ContainsKey(item))
return;
if (blueprintMap.ContainsKey(hitObject))
return;
var blueprint = CreateBlueprintFor(hitObject);
var blueprint = CreateBlueprintFor(item);
if (blueprint == null)
return;
blueprintMap[hitObject] = blueprint;
blueprintMap[item] = blueprint;
blueprint.Selected += onBlueprintSelected;
blueprint.Deselected += onBlueprintDeselected;
if (Beatmap.SelectedHitObjects.Contains(hitObject))
blueprint.Select();
blueprint.Selected += OnBlueprintSelected;
blueprint.Deselected += OnBlueprintDeselected;
SelectionBlueprints.Add(blueprint);
OnBlueprintAdded(hitObject);
OnBlueprintAdded(blueprint);
}
private void removeBlueprintFor(HitObject hitObject)
protected void RemoveBlueprintFor(T item)
{
if (!blueprintMap.Remove(hitObject, out var blueprint))
if (!blueprintMap.Remove(item, out var blueprint))
return;
blueprint.Deselect();
blueprint.Selected -= onBlueprintSelected;
blueprint.Deselected -= onBlueprintDeselected;
blueprint.Selected -= OnBlueprintSelected;
blueprint.Deselected -= OnBlueprintDeselected;
SelectionBlueprints.Remove(blueprint);
if (movementBlueprints?.Contains(blueprint) == true)
finishSelectionMovement();
OnBlueprintRemoved(hitObject);
OnBlueprintRemoved(blueprint);
}
/// <summary>
/// Called after a <see cref="HitObject"/> blueprint has been added.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> for which the blueprint has been added.</param>
protected virtual void OnBlueprintAdded(HitObject hitObject)
/// <param name="blueprint">The <see cref="HitObject"/> for which the blueprint has been added.</param>
protected virtual void OnBlueprintAdded(SelectionBlueprint<T> blueprint)
{
}
/// <summary>
/// Called after a <see cref="HitObject"/> blueprint has been removed.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> for which the blueprint has been removed.</param>
protected virtual void OnBlueprintRemoved(HitObject hitObject)
/// <param name="item">The <see cref="HitObject"/> for which the blueprint has been removed.</param>
protected virtual void OnBlueprintRemoved(SelectionBlueprint<T> item)
{
}
@ -347,7 +291,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
// Iterate from the top of the input stack (blueprints closest to the front of the screen first).
// Priority is given to already-selected blueprints.
foreach (SelectionBlueprint blueprint in SelectionBlueprints.AliveChildren.Reverse().OrderByDescending(b => b.IsSelected))
foreach (SelectionBlueprint<T> blueprint in SelectionBlueprints.AliveChildren.Reverse().OrderByDescending(b => b.IsSelected))
{
if (!blueprint.IsHovered) continue;
@ -371,7 +315,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
// Iterate from the top of the input stack (blueprints closest to the front of the screen first).
// Priority is given to already-selected blueprints.
foreach (SelectionBlueprint blueprint in SelectionBlueprints.AliveChildren.Reverse().OrderByDescending(b => b.IsSelected))
foreach (SelectionBlueprint<T> blueprint in SelectionBlueprints.AliveChildren.Reverse().OrderByDescending(b => b.IsSelected))
{
if (!blueprint.IsHovered) continue;
@ -405,7 +349,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
case SelectionState.Selected:
// if the editor is playing, we generally don't want to deselect objects even if outside the selection area.
if (!EditorClock.IsRunning && !isValidForSelection())
if (AllowDeselection && !isValidForSelection())
blueprint.Deselect();
break;
}
@ -413,35 +357,29 @@ namespace osu.Game.Screens.Edit.Compose.Components
}
/// <summary>
/// Selects all <see cref="SelectionBlueprint"/>s.
/// Selects all <see cref="SelectionBlueprint{T}"/>s.
/// </summary>
private void selectAll()
protected virtual void SelectAll()
{
Composer.Playfield.KeepAllAlive();
// Scheduled to allow the change in lifetime to take place.
Schedule(() => SelectionBlueprints.ToList().ForEach(m => m.Select()));
}
/// <summary>
/// Deselects all selected <see cref="SelectionBlueprint"/>s.
/// Deselects all selected <see cref="SelectionBlueprint{T}"/>s.
/// </summary>
private void deselectAll() => SelectionHandler.SelectedBlueprints.ToList().ForEach(m => m.Deselect());
private void onBlueprintSelected(SelectionBlueprint blueprint)
protected virtual void OnBlueprintSelected(SelectionBlueprint<T> blueprint)
{
SelectionHandler.HandleSelected(blueprint);
SelectionBlueprints.ChangeChildDepth(blueprint, 1);
Composer.Playfield.SetKeepAlive(blueprint.HitObject, true);
}
private void onBlueprintDeselected(SelectionBlueprint blueprint)
protected virtual void OnBlueprintDeselected(SelectionBlueprint<T> blueprint)
{
SelectionBlueprints.ChangeChildDepth(blueprint, 0);
SelectionHandler.HandleDeselected(blueprint);
Composer.Playfield.SetKeepAlive(blueprint.HitObject, false);
}
#endregion
@ -449,7 +387,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
#region Selection Movement
private Vector2[] movementBlueprintOriginalPositions;
private SelectionBlueprint[] movementBlueprints;
private SelectionBlueprint<T>[] movementBlueprints;
private bool isDraggingBlueprint;
/// <summary>
@ -466,10 +404,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
return;
// Movement is tracked from the blueprint of the earliest hitobject, since it only makes sense to distance snap from that hitobject
movementBlueprints = SelectionHandler.SelectedBlueprints.OrderBy(b => b.HitObject.StartTime).ToArray();
movementBlueprints = SortForMovement(SelectionHandler.SelectedBlueprints).ToArray();
movementBlueprintOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint).ToArray();
}
protected virtual IEnumerable<SelectionBlueprint<T>> SortForMovement(IReadOnlyList<SelectionBlueprint<T>> blueprints) => blueprints;
/// <summary>
/// Moves the current selected blueprints.
/// </summary>
@ -497,7 +437,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
if (positionalResult.ScreenSpacePosition == testPosition) continue;
// attempt to move the objects, and abort any time based snapping if we can.
if (SelectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprints[i], positionalResult.ScreenSpacePosition)))
if (SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints[i], positionalResult.ScreenSpacePosition)))
return true;
}
@ -510,20 +450,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
// Retrieve a snapped position.
var result = snapProvider.SnapScreenSpacePositionToValidTime(movePosition);
// Move the hitobjects.
if (!SelectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprints.First(), result.ScreenSpacePosition)))
return true;
return ApplySnapResult(movementBlueprints, result);
}
if (result.Time.HasValue)
{
// Apply the start time at the newly snapped-to position
double offset = result.Time.Value - movementBlueprints.First().HitObject.StartTime;
if (offset != 0)
Beatmap.PerformOnSelection(obj => obj.StartTime += offset);
}
return true;
protected virtual bool ApplySnapResult(SelectionBlueprint<T>[] blueprints, SnapResult result)
{
return !SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(blueprints.First(), result.ScreenSpacePosition));
}
/// <summary>
@ -542,22 +474,5 @@ namespace osu.Game.Screens.Edit.Compose.Components
}
#endregion
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (Beatmap != null)
{
Beatmap.HitObjectAdded -= addBlueprintFor;
Beatmap.HitObjectRemoved -= removeBlueprintFor;
}
if (Composer != null)
{
Composer.Playfield.HitObjectUsageBegan -= addBlueprintFor;
Composer.Playfield.HitObjectUsageFinished -= removeBlueprintFor;
}
}
}
}

View File

@ -27,12 +27,14 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// <summary>
/// A blueprint container generally displayed as an overlay to a ruleset's playfield.
/// </summary>
public class ComposeBlueprintContainer : BlueprintContainer
public class ComposeBlueprintContainer : EditorBlueprintContainer
{
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
private readonly Container<PlacementBlueprint> placementBlueprintContainer;
protected new EditorSelectionHandler SelectionHandler => (EditorSelectionHandler)base.SelectionHandler;
private PlacementBlueprint currentPlacement;
private InputManager inputManager;
@ -113,7 +115,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
// convert to game space coordinates
delta = firstBlueprint.ToScreenSpace(delta) - firstBlueprint.ToScreenSpace(Vector2.Zero);
SelectionHandler.HandleMovement(new MoveSelectionEvent(firstBlueprint, firstBlueprint.ScreenSpaceSelectionPoint + delta));
SelectionHandler.HandleMovement(new MoveSelectionEvent<HitObject>(firstBlueprint, firstBlueprint.ScreenSpaceSelectionPoint + delta));
}
private void updatePlacementNewCombo()
@ -237,7 +239,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
updatePlacementPosition();
}
protected sealed override SelectionBlueprint CreateBlueprintFor(HitObject hitObject)
protected sealed override SelectionBlueprint<HitObject> CreateBlueprintFor(HitObject hitObject)
{
var drawable = Composer.HitObjects.FirstOrDefault(d => d.HitObject == hitObject);
@ -249,9 +251,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
public virtual OverlaySelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject) => null;
protected override void OnBlueprintAdded(HitObject hitObject)
protected override void OnBlueprintAdded(SelectionBlueprint<HitObject> item)
{
base.OnBlueprintAdded(hitObject);
base.OnBlueprintAdded(item);
refreshTool();

View File

@ -0,0 +1,176 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Screens.Edit.Compose.Components
{
public class EditorBlueprintContainer : BlueprintContainer<HitObject>
{
[Resolved]
protected EditorClock EditorClock { get; private set; }
[Resolved]
protected EditorBeatmap Beatmap { get; private set; }
protected readonly HitObjectComposer Composer;
private readonly BindableList<HitObject> selectedHitObjects = new BindableList<HitObject>();
protected EditorBlueprintContainer(HitObjectComposer composer)
{
Composer = composer;
}
[BackgroundDependencyLoader]
private void load()
{
// For non-pooled rulesets, hitobjects are already present in the playfield which allows the blueprints to be loaded in the async context.
if (Composer != null)
{
foreach (var obj in Composer.HitObjects)
AddBlueprintFor(obj.HitObject);
}
selectedHitObjects.BindTo(Beatmap.SelectedHitObjects);
selectedHitObjects.CollectionChanged += (selectedObjects, args) =>
{
switch (args.Action)
{
case NotifyCollectionChangedAction.Add:
foreach (var o in args.NewItems)
SelectionBlueprints.FirstOrDefault(b => b.Item == o)?.Select();
break;
case NotifyCollectionChangedAction.Remove:
foreach (var o in args.OldItems)
SelectionBlueprints.FirstOrDefault(b => b.Item == o)?.Deselect();
break;
}
};
}
protected override void LoadComplete()
{
base.LoadComplete();
Beatmap.HitObjectAdded += AddBlueprintFor;
Beatmap.HitObjectRemoved += RemoveBlueprintFor;
if (Composer != null)
{
// For pooled rulesets, blueprints must be added for hitobjects already "current" as they would've not been "current" during the async load addition process above.
foreach (var obj in Composer.HitObjects)
AddBlueprintFor(obj.HitObject);
Composer.Playfield.HitObjectUsageBegan += AddBlueprintFor;
Composer.Playfield.HitObjectUsageFinished += RemoveBlueprintFor;
}
}
protected override IEnumerable<SelectionBlueprint<HitObject>> SortForMovement(IReadOnlyList<SelectionBlueprint<HitObject>> blueprints)
=> blueprints.OrderBy(b => b.Item.StartTime);
protected override bool AllowDeselection => !EditorClock.IsRunning;
protected override bool ApplySnapResult(SelectionBlueprint<HitObject>[] blueprints, SnapResult result)
{
if (!base.ApplySnapResult(blueprints, result))
return false;
if (result.Time.HasValue)
{
// Apply the start time at the newly snapped-to position
double offset = result.Time.Value - blueprints.First().Item.StartTime;
if (offset != 0)
Beatmap.PerformOnSelection(obj => obj.StartTime += offset);
}
return true;
}
protected override void AddBlueprintFor(HitObject item)
{
if (item is IBarLine)
return;
base.AddBlueprintFor(item);
}
protected override void OnBlueprintAdded(SelectionBlueprint<HitObject> blueprint)
{
base.OnBlueprintAdded(blueprint);
if (Beatmap.SelectedHitObjects.Contains(blueprint.Item))
blueprint.Select();
}
protected override void UpdateSelection()
{
base.UpdateSelection();
// handle positional change etc.
foreach (var blueprint in SelectionBlueprints)
Beatmap.Update(blueprint.Item);
}
protected override bool OnDoubleClick(DoubleClickEvent e)
{
if (!base.OnDoubleClick(e))
return false;
EditorClock?.SeekSmoothlyTo(ClickedBlueprint.Item.StartTime);
return true;
}
protected override Container<SelectionBlueprint<HitObject>> CreateSelectionBlueprintContainer() => new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both };
protected override void SelectAll()
{
Composer.Playfield.KeepAllAlive();
base.SelectAll();
}
protected override void OnBlueprintSelected(SelectionBlueprint<HitObject> blueprint)
{
base.OnBlueprintSelected(blueprint);
Composer.Playfield.SetKeepAlive(blueprint.Item, true);
}
protected override void OnBlueprintDeselected(SelectionBlueprint<HitObject> blueprint)
{
base.OnBlueprintDeselected(blueprint);
Composer.Playfield.SetKeepAlive(blueprint.Item, false);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (Beatmap != null)
{
Beatmap.HitObjectAdded -= AddBlueprintFor;
Beatmap.HitObjectRemoved -= RemoveBlueprintFor;
}
if (Composer != null)
{
Composer.Playfield.HitObjectUsageBegan -= AddBlueprintFor;
Composer.Playfield.HitObjectUsageFinished -= RemoveBlueprintFor;
}
}
}
}

View File

@ -0,0 +1,233 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using Humanizer;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Audio;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Screens.Edit.Compose.Components
{
public class EditorSelectionHandler : SelectionHandler<HitObject>, IHasContextMenu
{
[Resolved]
protected EditorBeatmap EditorBeatmap { get; private set; }
[BackgroundDependencyLoader]
private void load()
{
createStateBindables();
// bring in updates from selection changes
EditorBeatmap.HitObjectUpdated += _ => Scheduler.AddOnce(UpdateTernaryStates);
EditorBeatmap.SelectedHitObjects.BindTo(SelectedItems);
SelectedItems.CollectionChanged += (sender, args) =>
{
Scheduler.AddOnce(UpdateTernaryStates);
};
}
internal override void HandleSelected(SelectionBlueprint<HitObject> blueprint)
{
base.HandleSelected(blueprint);
// there are potentially multiple SelectionHandlers active, but we only want to add hitobjects to the selected list once.
if (!EditorBeatmap.SelectedHitObjects.Contains(blueprint.Item))
EditorBeatmap.SelectedHitObjects.Add(blueprint.Item);
}
internal override void HandleDeselected(SelectionBlueprint<HitObject> blueprint)
{
base.HandleDeselected(blueprint);
EditorBeatmap.SelectedHitObjects.Remove(blueprint.Item);
}
protected override void DeleteItems(IEnumerable<HitObject> items) => EditorBeatmap.RemoveRange(items);
#region Selection State
/// <summary>
/// The state of "new combo" for all selected hitobjects.
/// </summary>
public readonly Bindable<TernaryState> SelectionNewComboState = new Bindable<TernaryState>();
/// <summary>
/// The state of each sample type for all selected hitobjects. Keys match with <see cref="HitSampleInfo"/> constant specifications.
/// </summary>
public readonly Dictionary<string, Bindable<TernaryState>> SelectionSampleStates = new Dictionary<string, Bindable<TernaryState>>();
/// <summary>
/// Set up ternary state bindables and bind them to selection/hitobject changes (in both directions)
/// </summary>
private void createStateBindables()
{
foreach (var sampleName in HitSampleInfo.AllAdditions)
{
var bindable = new Bindable<TernaryState>
{
Description = sampleName.Replace("hit", string.Empty).Titleize()
};
bindable.ValueChanged += state =>
{
switch (state.NewValue)
{
case TernaryState.False:
RemoveHitSample(sampleName);
break;
case TernaryState.True:
AddHitSample(sampleName);
break;
}
};
SelectionSampleStates[sampleName] = bindable;
}
// new combo
SelectionNewComboState.ValueChanged += state =>
{
switch (state.NewValue)
{
case TernaryState.False:
SetNewCombo(false);
break;
case TernaryState.True:
SetNewCombo(true);
break;
}
};
}
/// <summary>
/// Called when context menu ternary states may need to be recalculated (selection changed or hitobject updated).
/// </summary>
protected virtual void UpdateTernaryStates()
{
SelectionNewComboState.Value = GetStateFromSelection(EditorBeatmap.SelectedHitObjects.OfType<IHasComboInformation>(), h => h.NewCombo);
foreach (var (sampleName, bindable) in SelectionSampleStates)
{
bindable.Value = GetStateFromSelection(EditorBeatmap.SelectedHitObjects, h => h.Samples.Any(s => s.Name == sampleName));
}
}
/// <summary>
/// Given a selection target and a function of truth, retrieve the correct ternary state for display.
/// </summary>
protected TernaryState GetStateFromSelection<T>(IEnumerable<T> selection, Func<T, bool> func)
{
if (selection.Any(func))
return selection.All(func) ? TernaryState.True : TernaryState.Indeterminate;
return TernaryState.False;
}
#endregion
#region Sample Changes
/// <summary>
/// Adds a hit sample to all selected <see cref="HitObject"/>s.
/// </summary>
/// <param name="sampleName">The name of the hit sample.</param>
public void AddHitSample(string sampleName)
{
EditorBeatmap.PerformOnSelection(h =>
{
// Make sure there isn't already an existing sample
if (h.Samples.Any(s => s.Name == sampleName))
return;
h.Samples.Add(new HitSampleInfo(sampleName));
});
}
/// <summary>
/// Set the new combo state of all selected <see cref="HitObject"/>s.
/// </summary>
/// <param name="state">Whether to set or unset.</param>
/// <exception cref="InvalidOperationException">Throws if any selected object doesn't implement <see cref="IHasComboInformation"/></exception>
public void SetNewCombo(bool state)
{
EditorBeatmap.PerformOnSelection(h =>
{
var comboInfo = h as IHasComboInformation;
if (comboInfo == null || comboInfo.NewCombo == state) return;
comboInfo.NewCombo = state;
EditorBeatmap.Update(h);
});
}
/// <summary>
/// Removes a hit sample from all selected <see cref="HitObject"/>s.
/// </summary>
/// <param name="sampleName">The name of the hit sample.</param>
public void RemoveHitSample(string sampleName)
{
EditorBeatmap.PerformOnSelection(h => h.SamplesBindable.RemoveAll(s => s.Name == sampleName));
}
#endregion
#region Context Menu
public MenuItem[] ContextMenuItems
{
get
{
if (!SelectedBlueprints.Any(b => b.IsHovered))
return Array.Empty<MenuItem>();
var items = new List<MenuItem>();
items.AddRange(GetContextMenuItemsForSelection(SelectedBlueprints));
if (SelectedBlueprints.All(b => b.Item is IHasComboInformation))
{
items.Add(new TernaryStateMenuItem("New combo") { State = { BindTarget = SelectionNewComboState } });
}
if (SelectedBlueprints.Count == 1)
items.AddRange(SelectedBlueprints[0].ContextMenuItems);
items.AddRange(new[]
{
new OsuMenuItem("Sound")
{
Items = SelectionSampleStates.Select(kvp =>
new TernaryStateMenuItem(kvp.Value.Description) { State = { BindTarget = kvp.Value } }).ToArray()
},
new OsuMenuItem("Delete", MenuItemType.Destructive, DeleteSelected),
});
return items.ToArray();
}
}
/// <summary>
/// Provide context menu items relevant to current selection. Calling base is not required.
/// </summary>
/// <param name="selection">The current selection.</param>
/// <returns>The relevant menu items.</returns>
protected virtual IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint<HitObject>> selection)
=> Enumerable.Empty<MenuItem>();
#endregion
}
}

View File

@ -11,17 +11,17 @@ using osu.Game.Rulesets.Objects;
namespace osu.Game.Screens.Edit.Compose.Components
{
/// <summary>
/// A container for <see cref="SelectionBlueprint"/> ordered by their <see cref="HitObject"/> start times.
/// A container for <see cref="SelectionBlueprint{HitObject}"/> ordered by their <see cref="HitObject"/> start times.
/// </summary>
public sealed class HitObjectOrderedSelectionContainer : Container<SelectionBlueprint>
public sealed class HitObjectOrderedSelectionContainer : Container<SelectionBlueprint<HitObject>>
{
public override void Add(SelectionBlueprint drawable)
public override void Add(SelectionBlueprint<HitObject> drawable)
{
base.Add(drawable);
bindStartTime(drawable);
}
public override bool Remove(SelectionBlueprint drawable)
public override bool Remove(SelectionBlueprint<HitObject> drawable)
{
if (!base.Remove(drawable))
return false;
@ -36,11 +36,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
unbindAllStartTimes();
}
private readonly Dictionary<SelectionBlueprint, IBindable> startTimeMap = new Dictionary<SelectionBlueprint, IBindable>();
private readonly Dictionary<SelectionBlueprint<HitObject>, IBindable> startTimeMap = new Dictionary<SelectionBlueprint<HitObject>, IBindable>();
private void bindStartTime(SelectionBlueprint blueprint)
private void bindStartTime(SelectionBlueprint<HitObject> blueprint)
{
var bindable = blueprint.HitObject.StartTimeBindable.GetBoundCopy();
var bindable = blueprint.Item.StartTimeBindable.GetBoundCopy();
bindable.BindValueChanged(_ =>
{
@ -51,7 +51,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
startTimeMap[blueprint] = bindable;
}
private void unbindStartTime(SelectionBlueprint blueprint)
private void unbindStartTime(SelectionBlueprint<HitObject> blueprint)
{
startTimeMap[blueprint].UnbindAll();
startTimeMap.Remove(blueprint);
@ -66,16 +66,16 @@ namespace osu.Game.Screens.Edit.Compose.Components
protected override int Compare(Drawable x, Drawable y)
{
var xObj = (SelectionBlueprint)x;
var yObj = (SelectionBlueprint)y;
var xObj = (SelectionBlueprint<HitObject>)x;
var yObj = (SelectionBlueprint<HitObject>)y;
// Put earlier blueprints towards the end of the list, so they handle input first
int i = yObj.HitObject.StartTime.CompareTo(xObj.HitObject.StartTime);
int i = yObj.Item.StartTime.CompareTo(xObj.Item.StartTime);
if (i != 0) return i;
// Fall back to end time if the start time is equal.
i = yObj.HitObject.GetEndTime().CompareTo(xObj.HitObject.GetEndTime());
i = yObj.Item.GetEndTime().CompareTo(xObj.Item.GetEndTime());
return i == 0 ? CompareReverseChildID(y, x) : i;
}

View File

@ -9,12 +9,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// <summary>
/// An event which occurs when a <see cref="OverlaySelectionBlueprint"/> is moved.
/// </summary>
public class MoveSelectionEvent
public class MoveSelectionEvent<T>
{
/// <summary>
/// The <see cref="SelectionBlueprint"/> that triggered this <see cref="MoveSelectionEvent"/>.
/// The <see cref="SelectionBlueprint{T}"/> that triggered this <see cref="MoveSelectionEvent{T}"/>.
/// </summary>
public readonly SelectionBlueprint Blueprint;
public readonly SelectionBlueprint<T> Blueprint;
/// <summary>
/// The expected screen-space position of the hitobject at the current cursor position.
@ -26,7 +26,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// </summary>
public readonly Vector2 InstantDelta;
public MoveSelectionEvent(SelectionBlueprint blueprint, Vector2 screenSpacePosition)
public MoveSelectionEvent(SelectionBlueprint<T> blueprint, Vector2 screenSpacePosition)
{
Blueprint = blueprint;
ScreenSpacePosition = screenSpacePosition;

View File

@ -4,25 +4,19 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Humanizer;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
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;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osuTK;
using osuTK.Input;
@ -31,16 +25,18 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// <summary>
/// A component which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
/// </summary>
public class SelectionHandler : CompositeDrawable, IKeyBindingHandler<PlatformAction>, IHasContextMenu
public class SelectionHandler<T> : CompositeDrawable, IKeyBindingHandler<PlatformAction>
{
/// <summary>
/// The currently selected blueprints.
/// Should be used when operations are dealing directly with the visible blueprints.
/// For more general selection operations, use <see cref="osu.Game.Screens.Edit.EditorBeatmap.SelectedHitObjects"/> instead.
/// </summary>
public IEnumerable<SelectionBlueprint> SelectedBlueprints => selectedBlueprints;
public IReadOnlyList<SelectionBlueprint<T>> SelectedBlueprints => selectedBlueprints;
private readonly List<SelectionBlueprint> selectedBlueprints;
protected BindableList<T> SelectedItems = new BindableList<T>();
private readonly List<SelectionBlueprint<T>> selectedBlueprints;
private Drawable content;
@ -48,15 +44,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
protected SelectionBox SelectionBox { get; private set; }
[Resolved]
protected EditorBeatmap EditorBeatmap { get; private set; }
[Resolved(CanBeNull = true)]
protected IEditorChangeHandler ChangeHandler { get; private set; }
public SelectionHandler()
{
selectedBlueprints = new List<SelectionBlueprint>();
selectedBlueprints = new List<SelectionBlueprint<T>>();
RelativeSizeAxes = Axes.Both;
AlwaysPresent = true;
@ -66,8 +59,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
createStateBindables();
InternalChild = content = new Container
{
Children = new Drawable[]
@ -95,6 +86,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
SelectionBox = CreateSelectionBox(),
}
};
SelectedItems.CollectionChanged += (sender, args) =>
{
Scheduler.AddOnce(updateVisibility);
};
}
public SelectionBox CreateSelectionBox()
@ -139,7 +135,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// Whether any <see cref="DrawableHitObject"/>s could be moved.
/// Returning true will also propagate StartTime changes provided by the closest <see cref="IPositionSnapProvider.SnapScreenSpacePositionToValidTime"/>.
/// </returns>
public virtual bool HandleMovement(MoveSelectionEvent moveEvent) => false;
public virtual bool HandleMovement(MoveSelectionEvent<T> moveEvent) => false;
/// <summary>
/// Handles the selected <see cref="DrawableHitObject"/>s being rotated.
@ -174,7 +170,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
switch (action.ActionMethod)
{
case PlatformActionMethod.Delete:
deleteSelected();
DeleteSelected();
return true;
}
@ -198,24 +194,18 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// Handle a blueprint becoming selected.
/// </summary>
/// <param name="blueprint">The blueprint.</param>
internal void HandleSelected(SelectionBlueprint blueprint)
internal virtual void HandleSelected(SelectionBlueprint<T> blueprint)
{
selectedBlueprints.Add(blueprint);
// there are potentially multiple SelectionHandlers active, but we only want to add hitobjects to the selected list once.
if (!EditorBeatmap.SelectedHitObjects.Contains(blueprint.HitObject))
EditorBeatmap.SelectedHitObjects.Add(blueprint.HitObject);
}
/// <summary>
/// Handle a blueprint becoming deselected.
/// </summary>
/// <param name="blueprint">The blueprint.</param>
internal void HandleDeselected(SelectionBlueprint blueprint)
internal virtual void HandleDeselected(SelectionBlueprint<T> blueprint)
{
selectedBlueprints.Remove(blueprint);
EditorBeatmap.SelectedHitObjects.Remove(blueprint.HitObject);
}
/// <summary>
@ -224,7 +214,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// <param name="blueprint">The blueprint.</param>
/// <param name="e">The mouse event responsible for selection.</param>
/// <returns>Whether a selection was performed.</returns>
internal bool MouseDownSelectionRequested(SelectionBlueprint blueprint, MouseButtonEvent e)
internal bool MouseDownSelectionRequested(SelectionBlueprint<T> blueprint, MouseButtonEvent e)
{
if (e.ShiftPressed && e.Button == MouseButton.Right)
{
@ -248,7 +238,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// <param name="blueprint">The blueprint.</param>
/// <param name="e">The mouse event responsible for deselection.</param>
/// <returns>Whether a deselection was performed.</returns>
internal bool MouseUpSelectionRequested(SelectionBlueprint blueprint, MouseButtonEvent e)
internal bool MouseUpSelectionRequested(SelectionBlueprint<T> blueprint, MouseButtonEvent e)
{
if (blueprint.IsSelected)
{
@ -259,15 +249,19 @@ namespace osu.Game.Screens.Edit.Compose.Components
return false;
}
private void handleQuickDeletion(SelectionBlueprint blueprint)
private void handleQuickDeletion(SelectionBlueprint<T> blueprint)
{
if (blueprint.HandleQuickDeletion())
return;
if (!blueprint.IsSelected)
EditorBeatmap.Remove(blueprint.HitObject);
DeleteItems(new[] { blueprint.Item });
else
deleteSelected();
DeleteSelected();
}
protected virtual void DeleteItems(IEnumerable<T> items)
{
}
/// <summary>
@ -275,7 +269,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// </summary>
/// <param name="blueprint">The blueprint to select.</param>
/// <returns>Whether selection state was changed.</returns>
private bool ensureSelected(SelectionBlueprint blueprint)
private bool ensureSelected(SelectionBlueprint<T> blueprint)
{
if (blueprint.IsSelected)
return false;
@ -285,9 +279,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
return true;
}
private void deleteSelected()
protected void DeleteSelected()
{
EditorBeatmap.RemoveRange(selectedBlueprints.Select(b => b.HitObject));
DeleteItems(selectedBlueprints.Select(b => b.Item));
}
#endregion
@ -295,11 +289,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
#region Outline Display
/// <summary>
/// Updates whether this <see cref="SelectionHandler"/> is visible.
/// Updates whether this <see cref="SelectionHandler{T}"/> is visible.
/// </summary>
private void updateVisibility()
{
int count = EditorBeatmap.SelectedHitObjects.Count;
int count = SelectedItems.Count;
selectionDetailsText.Text = count > 0 ? count.ToString() : string.Empty;
@ -340,188 +334,5 @@ namespace osu.Game.Screens.Edit.Compose.Components
}
#endregion
#region Sample Changes
/// <summary>
/// Adds a hit sample to all selected <see cref="HitObject"/>s.
/// </summary>
/// <param name="sampleName">The name of the hit sample.</param>
public void AddHitSample(string sampleName)
{
EditorBeatmap.PerformOnSelection(h =>
{
// Make sure there isn't already an existing sample
if (h.Samples.Any(s => s.Name == sampleName))
return;
h.Samples.Add(new HitSampleInfo(sampleName));
});
}
/// <summary>
/// Set the new combo state of all selected <see cref="HitObject"/>s.
/// </summary>
/// <param name="state">Whether to set or unset.</param>
/// <exception cref="InvalidOperationException">Throws if any selected object doesn't implement <see cref="IHasComboInformation"/></exception>
public void SetNewCombo(bool state)
{
EditorBeatmap.PerformOnSelection(h =>
{
var comboInfo = h as IHasComboInformation;
if (comboInfo == null || comboInfo.NewCombo == state) return;
comboInfo.NewCombo = state;
EditorBeatmap.Update(h);
});
}
/// <summary>
/// Removes a hit sample from all selected <see cref="HitObject"/>s.
/// </summary>
/// <param name="sampleName">The name of the hit sample.</param>
public void RemoveHitSample(string sampleName)
{
EditorBeatmap.PerformOnSelection(h => h.SamplesBindable.RemoveAll(s => s.Name == sampleName));
}
#endregion
#region Selection State
/// <summary>
/// The state of "new combo" for all selected hitobjects.
/// </summary>
public readonly Bindable<TernaryState> SelectionNewComboState = new Bindable<TernaryState>();
/// <summary>
/// The state of each sample type for all selected hitobjects. Keys match with <see cref="HitSampleInfo"/> constant specifications.
/// </summary>
public readonly Dictionary<string, Bindable<TernaryState>> SelectionSampleStates = new Dictionary<string, Bindable<TernaryState>>();
/// <summary>
/// Set up ternary state bindables and bind them to selection/hitobject changes (in both directions)
/// </summary>
private void createStateBindables()
{
foreach (var sampleName in HitSampleInfo.AllAdditions)
{
var bindable = new Bindable<TernaryState>
{
Description = sampleName.Replace("hit", string.Empty).Titleize()
};
bindable.ValueChanged += state =>
{
switch (state.NewValue)
{
case TernaryState.False:
RemoveHitSample(sampleName);
break;
case TernaryState.True:
AddHitSample(sampleName);
break;
}
};
SelectionSampleStates[sampleName] = bindable;
}
// new combo
SelectionNewComboState.ValueChanged += state =>
{
switch (state.NewValue)
{
case TernaryState.False:
SetNewCombo(false);
break;
case TernaryState.True:
SetNewCombo(true);
break;
}
};
// bring in updates from selection changes
EditorBeatmap.HitObjectUpdated += _ => Scheduler.AddOnce(UpdateTernaryStates);
EditorBeatmap.SelectedHitObjects.CollectionChanged += (sender, args) =>
{
Scheduler.AddOnce(updateVisibility);
Scheduler.AddOnce(UpdateTernaryStates);
};
}
/// <summary>
/// Called when context menu ternary states may need to be recalculated (selection changed or hitobject updated).
/// </summary>
protected virtual void UpdateTernaryStates()
{
SelectionNewComboState.Value = GetStateFromSelection(EditorBeatmap.SelectedHitObjects.OfType<IHasComboInformation>(), h => h.NewCombo);
foreach (var (sampleName, bindable) in SelectionSampleStates)
{
bindable.Value = GetStateFromSelection(EditorBeatmap.SelectedHitObjects, h => h.Samples.Any(s => s.Name == sampleName));
}
}
/// <summary>
/// Given a selection target and a function of truth, retrieve the correct ternary state for display.
/// </summary>
protected TernaryState GetStateFromSelection<T>(IEnumerable<T> selection, Func<T, bool> func)
{
if (selection.Any(func))
return selection.All(func) ? TernaryState.True : TernaryState.Indeterminate;
return TernaryState.False;
}
#endregion
#region Context Menu
public MenuItem[] ContextMenuItems
{
get
{
if (!selectedBlueprints.Any(b => b.IsHovered))
return Array.Empty<MenuItem>();
var items = new List<MenuItem>();
items.AddRange(GetContextMenuItemsForSelection(selectedBlueprints));
if (selectedBlueprints.All(b => b.HitObject is IHasComboInformation))
{
items.Add(new TernaryStateMenuItem("New combo") { State = { BindTarget = SelectionNewComboState } });
}
if (selectedBlueprints.Count == 1)
items.AddRange(selectedBlueprints[0].ContextMenuItems);
items.AddRange(new[]
{
new OsuMenuItem("Sound")
{
Items = SelectionSampleStates.Select(kvp =>
new TernaryStateMenuItem(kvp.Value.Description) { State = { BindTarget = kvp.Value } }).ToArray()
},
new OsuMenuItem("Delete", MenuItemType.Destructive, deleteSelected),
});
return items.ToArray();
}
}
/// <summary>
/// Provide context menu items relevant to current selection. Calling base is not required.
/// </summary>
/// <param name="selection">The current selection.</param>
/// <returns>The relevant menu items.</returns>
protected virtual IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint> selection)
=> Enumerable.Empty<MenuItem>();
#endregion
}
}

View File

@ -25,20 +25,17 @@ using osuTK.Graphics;
namespace osu.Game.Screens.Edit.Compose.Components.Timeline
{
internal class TimelineBlueprintContainer : BlueprintContainer
internal class TimelineBlueprintContainer : EditorBlueprintContainer
{
[Resolved(CanBeNull = true)]
private Timeline timeline { get; set; }
[Resolved]
private EditorBeatmap beatmap { get; set; }
[Resolved]
private OsuColour colours { get; set; }
private DragEvent lastDragEvent;
private Bindable<HitObject> placement;
private SelectionBlueprint placementBlueprint;
private SelectionBlueprint<HitObject> placementBlueprint;
private SelectableAreaBackground backgroundBox;
@ -76,7 +73,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
base.LoadComplete();
DragBox.Alpha = 0;
placement = beatmap.PlacementObject.GetBoundCopy();
placement = Beatmap.PlacementObject.GetBoundCopy();
placement.ValueChanged += placementChanged;
}
@ -100,7 +97,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
}
}
protected override Container<SelectionBlueprint> CreateSelectionBlueprintContainer() => new TimelineSelectionBlueprintContainer { RelativeSizeAxes = Axes.Both };
protected override Container<SelectionBlueprint<HitObject>> CreateSelectionBlueprintContainer() => new TimelineSelectionBlueprintContainer { RelativeSizeAxes = Axes.Both };
protected override bool OnHover(HoverEvent e)
{
@ -160,7 +157,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
// remove objects from the stack as long as their end time is in the past.
while (currentConcurrentObjects.TryPeek(out HitObject hitObject))
{
if (Precision.AlmostBigger(hitObject.GetEndTime(), b.HitObject.StartTime, 1))
if (Precision.AlmostBigger(hitObject.GetEndTime(), b.Item.StartTime, 1))
break;
currentConcurrentObjects.Pop();
@ -168,7 +165,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
// if the stack gets too high, we should have space below it to display the next batch of objects.
// importantly, we only do this if time has incremented, else a stack of hitobjects all at the same time value would start to overlap themselves.
if (currentConcurrentObjects.TryPeek(out HitObject h) && !Precision.AlmostEquals(h.StartTime, b.HitObject.StartTime, 1))
if (currentConcurrentObjects.TryPeek(out HitObject h) && !Precision.AlmostEquals(h.StartTime, b.Item.StartTime, 1))
{
if (currentConcurrentObjects.Count >= stack_reset_count)
currentConcurrentObjects.Clear();
@ -176,13 +173,13 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
b.Y = -(stack_offset * currentConcurrentObjects.Count);
currentConcurrentObjects.Push(b.HitObject);
currentConcurrentObjects.Push(b.Item);
}
}
protected override SelectionHandler CreateSelectionHandler() => new TimelineSelectionHandler();
protected override SelectionHandler<HitObject> CreateSelectionHandler() => new TimelineSelectionHandler();
protected override SelectionBlueprint CreateBlueprintFor(HitObject hitObject)
protected override SelectionBlueprint<HitObject> CreateBlueprintFor(HitObject hitObject)
{
return new TimelineHitObjectBlueprint(hitObject)
{
@ -239,10 +236,10 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
}
}
internal class TimelineSelectionHandler : SelectionHandler, IKeyBindingHandler<GlobalAction>
internal class TimelineSelectionHandler : EditorSelectionHandler, IKeyBindingHandler<GlobalAction>
{
// for now we always allow movement. snapping is provided by the Timeline's "distance" snap implementation
public override bool HandleMovement(MoveSelectionEvent moveEvent) => true;
public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent) => true;
public bool OnPressed(GlobalAction action)
{
@ -344,13 +341,13 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
}
}
protected class TimelineSelectionBlueprintContainer : Container<SelectionBlueprint>
protected class TimelineSelectionBlueprintContainer : Container<SelectionBlueprint<HitObject>>
{
protected override Container<SelectionBlueprint> Content { get; }
protected override Container<SelectionBlueprint<HitObject>> Content { get; }
public TimelineSelectionBlueprintContainer()
{
AddInternal(new TimelinePart<SelectionBlueprint>(Content = new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both }) { RelativeSizeAxes = Axes.Both });
AddInternal(new TimelinePart<SelectionBlueprint<HitObject>>(Content = new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both }) { RelativeSizeAxes = Axes.Both });
}
}
}

View File

@ -26,7 +26,7 @@ using osuTK.Graphics;
namespace osu.Game.Screens.Edit.Compose.Components.Timeline
{
public class TimelineHitObjectBlueprint : SelectionBlueprint
public class TimelineHitObjectBlueprint : SelectionBlueprint<HitObject>
{
private const float circle_size = 38;
@ -49,13 +49,13 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
[Resolved]
private ISkinSource skin { get; set; }
public TimelineHitObjectBlueprint(HitObject hitObject)
: base(hitObject)
public TimelineHitObjectBlueprint(HitObject item)
: base(item)
{
Anchor = Anchor.CentreLeft;
Origin = Anchor.CentreLeft;
startTime = hitObject.StartTimeBindable.GetBoundCopy();
startTime = item.StartTimeBindable.GetBoundCopy();
startTime.BindValueChanged(time => X = (float)time.NewValue, true);
RelativePositionAxes = Axes.X;
@ -95,9 +95,9 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
},
});
if (hitObject is IHasDuration)
if (item is IHasDuration)
{
colouredComponents.Add(new DragArea(hitObject)
colouredComponents.Add(new DragArea(item)
{
OnDragHandled = e => OnDragHandled?.Invoke(e)
});
@ -108,7 +108,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
{
base.LoadComplete();
if (HitObject is IHasComboInformation comboInfo)
if (Item is IHasComboInformation comboInfo)
{
indexInCurrentComboBindable = comboInfo.IndexInCurrentComboBindable.GetBoundCopy();
indexInCurrentComboBindable.BindValueChanged(_ => updateComboIndex(), true);
@ -136,7 +136,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
private void updateComboColour()
{
if (!(HitObject is IHasComboInformation combo))
if (!(Item is IHasComboInformation combo))
return;
var comboColours = skin.GetConfig<GlobalSkinColours, IReadOnlyList<Color4>>(GlobalSkinColours.ComboColours)?.Value ?? Array.Empty<Color4>();
@ -152,7 +152,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
border.Hide();
}
if (HitObject is IHasDuration duration && duration.Duration > 0)
if (Item is IHasDuration duration && duration.Duration > 0)
circle.Colour = ColourInfo.GradientHorizontal(comboColour, comboColour.Lighten(0.4f));
else
circle.Colour = comboColour;
@ -166,14 +166,14 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
base.Update();
// no bindable so we perform this every update
float duration = (float)(HitObject.GetEndTime() - HitObject.StartTime);
float duration = (float)(Item.GetEndTime() - Item.StartTime);
if (Width != duration)
{
Width = duration;
// kind of haphazard but yeah, no bindables.
if (HitObject is IHasRepeats repeats)
if (Item is IHasRepeats repeats)
updateRepeats(repeats);
}
}