// 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; using osu.Framework.Allocation; using osu.Framework.Graphics; 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; namespace osu.Game.Rulesets.Edit { /// /// A blueprint placed above a adding editing functionality. /// public abstract class SelectionBlueprint : CompositeDrawable, IStateful { public readonly HitObject HitObject; /// /// Invoked when this has been selected. /// public event Action Selected; /// /// Invoked when this has been deselected. /// public event Action Deselected; public override bool HandlePositionalInput => ShouldBeAlive; public override bool RemoveWhenNotAlive => false; [Resolved(CanBeNull = true)] private HitObjectComposer composer { get; set; } protected SelectionBlueprint(HitObject hitObject) { HitObject = hitObject; RelativeSizeAxes = Axes.Both; AlwaysPresent = true; } protected override void LoadComplete() { base.LoadComplete(); updateState(); } private SelectionState state; public event Action StateChanged; public SelectionState State { get => state; set { if (state == value) return; state = value; if (IsLoaded) updateState(); StateChanged?.Invoke(state); } } private void updateState() { switch (state) { case SelectionState.Selected: OnSelected(); Selected?.Invoke(this); break; case SelectionState.NotSelected: OnDeselected(); Deselected?.Invoke(this); break; } } protected virtual void OnDeselected() => Hide(); protected virtual void OnSelected() => Show(); // When not selected, input is only required for the blueprint itself to receive IsHovering protected override bool ShouldBeConsideredForInput(Drawable child) => State == SelectionState.Selected; /// /// Selects this , causing it to become visible. /// public void Select() => State = SelectionState.Selected; /// /// Deselects this , causing it to become invisible. /// public void Deselect() => State = SelectionState.NotSelected; public bool IsSelected => State == SelectionState.Selected; /// /// Updates the , invoking and re-processing the beatmap. /// protected void UpdateHitObject() => composer?.UpdateHitObject(HitObject); /// /// The s to be displayed in the context menu for this . /// public virtual MenuItem[] ContextMenuItems => Array.Empty(); /// /// The screen-space point that causes this to be selected. /// public virtual Vector2 SelectionPoint => ScreenSpaceDrawQuad.Centre; /// /// The screen-space quad that outlines this for selections. /// public virtual Quad SelectionQuad => ScreenSpaceDrawQuad; public virtual Vector2 GetInstantDelta(Vector2 screenSpacePosition) => Parent.ToLocalSpace(screenSpacePosition) - Position; } }