// Copyright (c) ppy Pty Ltd . 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.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; using osu.Framework.Input; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Game.Graphics.UserInterface; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; using osuTK; using osuTK.Input; namespace osu.Game.Screens.Edit.Compose.Components { /// /// A container which provides a "blueprint" display of hitobjects. /// Includes selection and manipulation support via a . /// public abstract class BlueprintContainer : CompositeDrawable, IKeyBindingHandler { protected DragBox DragBox { get; private set; } public Container SelectionBlueprints { get; private set; } protected SelectionHandler SelectionHandler { get; private set; } protected readonly HitObjectComposer Composer; [Resolved(CanBeNull = true)] private IEditorChangeHandler changeHandler { get; set; } [Resolved] private EditorClock editorClock { get; set; } [Resolved] protected EditorBeatmap Beatmap { get; private set; } private readonly BindableList selectedHitObjects = new BindableList(); private readonly Dictionary blueprintMap = new Dictionary(); [Resolved(canBeNull: true)] private IPositionSnapProvider snapProvider { get; set; } protected BlueprintContainer(HitObjectComposer composer) { Composer = composer; RelativeSizeAxes = Axes.Both; } [BackgroundDependencyLoader] private void load() { SelectionHandler = CreateSelectionHandler(); SelectionHandler.DeselectAll = deselectAll; AddRangeInternal(new[] { DragBox = CreateDragBox(selectBlueprintsFromDragRectangle), SelectionHandler, SelectionBlueprints = CreateSelectionBlueprintContainer(), 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 CreateSelectionBlueprintContainer() => new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both }; /// /// Creates a which outlines s and handles movement of selections. /// protected virtual SelectionHandler CreateSelectionHandler() => new SelectionHandler(); /// /// Creates a for a specific . /// /// The to create the overlay for. protected virtual SelectionBlueprint CreateBlueprintFor(HitObject hitObject) => null; protected virtual DragBox CreateDragBox(Action performSelect) => new DragBox(performSelect); protected override bool OnMouseDown(MouseDownEvent e) { if (!beginClickSelection(e)) return true; prepareSelectionMovement(); return e.Button == MouseButton.Left; } private SelectionBlueprint clickedBlueprint; protected override bool OnClick(ClickEvent e) { if (e.Button == MouseButton.Right) return false; // store for double-click handling 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() || clickedBlueprint != null) return true; deselectAll(); return true; } protected override bool OnDoubleClick(DoubleClickEvent e) { if (e.Button == MouseButton.Right) 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) return false; editorClock?.SeekTo(clickedBlueprint.HitObject.StartTime); return true; } protected override void OnMouseUp(MouseUpEvent e) { // Special case for when a drag happened instead of a click Schedule(() => endClickSelection()); finishSelectionMovement(); } protected override bool OnDragStart(DragStartEvent e) { if (e.Button == MouseButton.Right) return false; if (movementBlueprints != null) { isDraggingBlueprint = true; changeHandler?.BeginChange(); return true; } if (DragBox.HandleDrag(e)) { DragBox.Show(); return true; } return false; } protected override void OnDrag(DragEvent e) { if (e.Button == MouseButton.Right) return; if (DragBox.State == Visibility.Visible) DragBox.HandleDrag(e); moveCurrentSelection(e); } protected override void OnDragEnd(DragEndEvent e) { if (e.Button == MouseButton.Right) return; if (isDraggingBlueprint) { // handle positional change etc. foreach (var obj in selectedHitObjects) Beatmap.Update(obj); changeHandler?.EndChange(); isDraggingBlueprint = false; } if (DragBox.State == Visibility.Visible) DragBox.Hide(); } protected override bool OnKeyDown(KeyDownEvent e) { switch (e.Key) { case Key.Escape: if (!SelectionHandler.SelectedBlueprints.Any()) return false; deselectAll(); return true; } return false; } public bool OnPressed(PlatformAction action) { switch (action.ActionType) { case PlatformActionType.SelectAll: selectAll(); return true; } return false; } public void OnReleased(PlatformAction action) { } #region Blueprint Addition/Removal private void addBlueprintFor(HitObject hitObject) { if (blueprintMap.ContainsKey(hitObject)) return; var blueprint = CreateBlueprintFor(hitObject); if (blueprint == null) return; blueprintMap[hitObject] = blueprint; blueprint.Selected += onBlueprintSelected; blueprint.Deselected += onBlueprintDeselected; if (Beatmap.SelectedHitObjects.Contains(hitObject)) blueprint.Select(); SelectionBlueprints.Add(blueprint); OnBlueprintAdded(hitObject); } private void removeBlueprintFor(HitObject hitObject) { if (!blueprintMap.Remove(hitObject, out var blueprint)) return; blueprint.Deselect(); blueprint.Selected -= onBlueprintSelected; blueprint.Deselected -= onBlueprintDeselected; SelectionBlueprints.Remove(blueprint); if (movementBlueprints?.Contains(blueprint) == true) finishSelectionMovement(); OnBlueprintRemoved(hitObject); } /// /// Called after a blueprint has been added. /// /// The for which the blueprint has been added. protected virtual void OnBlueprintAdded(HitObject hitObject) { } /// /// Called after a blueprint has been removed. /// /// The for which the blueprint has been removed. protected virtual void OnBlueprintRemoved(HitObject hitObject) { } #endregion #region Selection /// /// Whether a blueprint was selected by a previous click event. /// private bool clickSelectionBegan; /// /// Attempts to select any hovered blueprints. /// /// The input event that triggered this selection. /// Whether a selection was performed. private bool beginClickSelection(MouseButtonEvent e) { // Iterate from the top of the input stack (blueprints closest to the front of the screen first). foreach (SelectionBlueprint blueprint in SelectionBlueprints.AliveChildren.Reverse()) { if (!blueprint.IsHovered) continue; return clickSelectionBegan = SelectionHandler.HandleSelectionRequested(blueprint, e); } return false; } /// /// Finishes the current blueprint selection. /// /// Whether a click selection was active. private bool endClickSelection() { if (!clickSelectionBegan) return false; clickSelectionBegan = false; return true; } /// /// Select all masks in a given rectangle selection area. /// /// The rectangle to perform a selection on in screen-space coordinates. private void selectBlueprintsFromDragRectangle(RectangleF rect) { foreach (var blueprint in SelectionBlueprints) { // only run when utmost necessary to avoid unnecessary rect computations. bool isValidForSelection() => blueprint.IsAlive && blueprint.IsPresent && rect.Contains(blueprint.ScreenSpaceSelectionPoint); switch (blueprint.State) { case SelectionState.NotSelected: if (isValidForSelection()) blueprint.Select(); break; 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()) blueprint.Deselect(); break; } } } /// /// Selects all s. /// private void selectAll() { Composer.Playfield.KeepAllAlive(); // Scheduled to allow the change in lifetime to take place. Schedule(() => SelectionBlueprints.ToList().ForEach(m => m.Select())); } /// /// Deselects all selected s. /// private void deselectAll() => SelectionHandler.SelectedBlueprints.ToList().ForEach(m => m.Deselect()); private void onBlueprintSelected(SelectionBlueprint blueprint) { SelectionHandler.HandleSelected(blueprint); SelectionBlueprints.ChangeChildDepth(blueprint, 1); Composer.Playfield.SetKeepAlive(blueprint.HitObject, true); } private void onBlueprintDeselected(SelectionBlueprint blueprint) { SelectionHandler.HandleDeselected(blueprint); SelectionBlueprints.ChangeChildDepth(blueprint, 0); Composer.Playfield.SetKeepAlive(blueprint.HitObject, false); } #endregion #region Selection Movement private Vector2[] movementBlueprintOriginalPositions; private SelectionBlueprint[] movementBlueprints; private bool isDraggingBlueprint; /// /// Attempts to begin the movement of any selected blueprints. /// private void prepareSelectionMovement() { if (!SelectionHandler.SelectedBlueprints.Any()) return; // Any selected blueprint that is hovered can begin the movement of the group, however only the earliest hitobject is used for movement // A special case is added for when a click selection occurred before the drag if (!clickSelectionBegan && !SelectionHandler.SelectedBlueprints.Any(b => b.IsHovered)) 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(); movementBlueprintOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint).ToArray(); } /// /// Moves the current selected blueprints. /// /// The defining the movement event. /// Whether a movement was active. private bool moveCurrentSelection(DragEvent e) { if (movementBlueprints == null) return false; if (snapProvider == null) return true; Debug.Assert(movementBlueprintOriginalPositions != null); Vector2 distanceTravelled = e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition; // check for positional snap for every object in selection (for things like object-object snapping) for (var i = 0; i < movementBlueprintOriginalPositions.Length; i++) { var testPosition = movementBlueprintOriginalPositions[i] + distanceTravelled; var positionalResult = snapProvider.SnapScreenSpacePositionToValidPosition(testPosition); 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))) return true; } // if no positional snapping could be performed, try unrestricted snapping from the earliest // hitobject in the selection. // The final movement position, relative to movementBlueprintOriginalPosition. Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTravelled; // Retrieve a snapped position. var result = snapProvider.SnapScreenSpacePositionToValidTime(movePosition); // Move the hitobjects. if (!SelectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprints.First(), result.ScreenSpacePosition))) return true; if (result.Time.HasValue) { // Apply the start time at the newly snapped-to position double offset = result.Time.Value - movementBlueprints.First().HitObject.StartTime; foreach (HitObject obj in Beatmap.SelectedHitObjects) obj.StartTime += offset; } return true; } /// /// Finishes the current movement of selected blueprints. /// /// Whether a movement was active. private bool finishSelectionMovement() { if (movementBlueprints == null) return false; movementBlueprintOriginalPositions = null; movementBlueprints = null; return true; } #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; } } } }