// 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 osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.Shapes; using osu.Framework.Input.Events; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Objects; using osu.Game.Screens.Edit.Components.Timelines.Summary.Parts; using osuTK; using osuTK.Graphics; namespace osu.Game.Screens.Edit.Compose.Components.Timeline { internal class TimelineBlueprintContainer : BlueprintContainer { [Resolved(CanBeNull = true)] private Timeline timeline { get; set; } private DragEvent lastDragEvent; public TimelineBlueprintContainer() { RelativeSizeAxes = Axes.Both; Anchor = Anchor.Centre; Origin = Anchor.Centre; Height = 0.4f; AddInternal(new Box { Colour = Color4.Black, RelativeSizeAxes = Axes.Both, Alpha = 0.1f, }); } protected override void LoadComplete() { base.LoadComplete(); DragBox.Alpha = 0; } protected override Container CreateSelectionBlueprintContainer() => new TimelineSelectionBlueprintContainer { RelativeSizeAxes = Axes.Both }; protected override void OnDrag(DragEvent e) { if (timeline != null) { var timelineQuad = timeline.ScreenSpaceDrawQuad; var mouseX = e.ScreenSpaceMousePosition.X; // scroll if in a drag and dragging outside visible extents if (mouseX > timelineQuad.TopRight.X) timeline.ScrollBy((float)((mouseX - timelineQuad.TopRight.X) / 10 * Clock.ElapsedFrameTime)); else if (mouseX < timelineQuad.TopLeft.X) timeline.ScrollBy((float)((mouseX - timelineQuad.TopLeft.X) / 10 * Clock.ElapsedFrameTime)); } base.OnDrag(e); lastDragEvent = e; } protected override void OnDragEnd(DragEndEvent e) { base.OnDragEnd(e); lastDragEvent = null; } protected override void Update() { // trigger every frame so drags continue to update selection while playback is scrolling the timeline. if (IsDragged) OnDrag(lastDragEvent); base.Update(); } protected override SelectionHandler CreateSelectionHandler() => new TimelineSelectionHandler(); protected override SelectionBlueprint CreateBlueprintFor(HitObject hitObject) => new TimelineHitObjectBlueprint(hitObject); protected override DragBox CreateDragBox(Action performSelect) => new TimelineDragBox(performSelect); internal class TimelineSelectionHandler : SelectionHandler { // for now we always allow movement. snapping is provided by the Timeline's "distance" snap implementation public override bool HandleMovement(MoveSelectionEvent moveEvent) => true; } private class TimelineDragBox : DragBox { private Vector2 lastMouseDown; private float localMouseDown; public TimelineDragBox(Action performSelect) : base(performSelect) { } protected override Drawable CreateBox() => new Box { RelativeSizeAxes = Axes.Y, Alpha = 0.3f }; public override bool HandleDrag(MouseButtonEvent e) { // store the original position of the mouse down, as we may be scrolled during selection. if (lastMouseDown != e.ScreenSpaceMouseDownPosition) { lastMouseDown = e.ScreenSpaceMouseDownPosition; localMouseDown = e.MouseDownPosition.X; } float selection1 = localMouseDown; float selection2 = e.MousePosition.X; Box.X = Math.Min(selection1, selection2); Box.Width = Math.Abs(selection1 - selection2); PerformSelection?.Invoke(Box.ScreenSpaceDrawQuad.AABBFloat); return true; } } protected class TimelineSelectionBlueprintContainer : Container { protected override Container Content { get; } public TimelineSelectionBlueprintContainer() { AddInternal(new TimelinePart(Content = new Container { RelativeSizeAxes = Axes.Both }) { RelativeSizeAxes = Axes.Both }); } } } }