// 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.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; namespace osu.Game.Screens.Edit.Compose.Components { /// /// A component which outlines s and handles movement of selections. /// public class SelectionHandler : CompositeDrawable, IKeyBindingHandler, IHasContextMenu { /// /// The currently selected blueprints. /// Should be used when operations are dealing directly with the visible blueprints. /// For more general selection operations, use instead. /// public IEnumerable SelectedBlueprints => selectedBlueprints; private readonly List selectedBlueprints; private Drawable content; private OsuSpriteText selectionDetailsText; 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(); RelativeSizeAxes = Axes.Both; AlwaysPresent = true; Alpha = 0; } [BackgroundDependencyLoader] private void load(OsuColour colours) { createStateBindables(); InternalChild = content = new Container { Children = new Drawable[] { // todo: should maybe be inside the SelectionBox? new Container { Name = "info text", AutoSizeAxes = Axes.Both, Children = new Drawable[] { new Box { Colour = colours.YellowDark, RelativeSizeAxes = Axes.Both, }, selectionDetailsText = new OsuSpriteText { Padding = new MarginPadding(2), Colour = colours.Gray0, Font = OsuFont.Default.With(size: 11) } } }, SelectionBox = CreateSelectionBox(), } }; } public SelectionBox CreateSelectionBox() => new SelectionBox { OperationStarted = OnOperationBegan, OperationEnded = OnOperationEnded, OnRotation = HandleRotation, OnScale = HandleScale, OnFlip = HandleFlip, OnReverse = HandleReverse, }; /// /// Fired when a drag operation ends from the selection box. /// protected virtual void OnOperationBegan() { ChangeHandler?.BeginChange(); } /// /// Fired when a drag operation begins from the selection box. /// protected virtual void OnOperationEnded() { ChangeHandler?.EndChange(); } #region User Input Handling /// /// Handles the selected s being moved. /// /// /// Just returning true is enough to allow updates to take place. /// Custom implementation is only required if other attributes are to be considered, like changing columns. /// /// The move event. /// /// Whether any s could be moved. /// Returning true will also propagate StartTime changes provided by the closest . /// public virtual bool HandleMovement(MoveSelectionEvent moveEvent) => false; /// /// Handles the selected s being rotated. /// /// The delta angle to apply to the selection. /// Whether any s could be rotated. public virtual bool HandleRotation(float angle) => false; /// /// Handles the selected s being scaled. /// /// The delta scale to apply, in playfield local coordinates. /// The point of reference where the scale is originating from. /// Whether any s could be scaled. public virtual bool HandleScale(Vector2 scale, Anchor anchor) => false; /// /// Handles the selected s being flipped. /// /// The direction to flip /// Whether any s could be flipped. public virtual bool HandleFlip(Direction direction) => false; /// /// Handles the selected s being reversed pattern-wise. /// /// Whether any s could be reversed. public virtual bool HandleReverse() => false; public bool OnPressed(PlatformAction action) { switch (action.ActionMethod) { case PlatformActionMethod.Delete: deleteSelected(); return true; } return false; } public void OnReleased(PlatformAction action) { } #endregion #region Selection Handling /// /// Bind an action to deselect all selected blueprints. /// internal Action DeselectAll { private get; set; } /// /// Handle a blueprint becoming selected. /// /// The blueprint. internal void HandleSelected(SelectionBlueprint 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); } /// /// Handle a blueprint becoming deselected. /// /// The blueprint. internal void HandleDeselected(SelectionBlueprint blueprint) { selectedBlueprints.Remove(blueprint); EditorBeatmap.SelectedHitObjects.Remove(blueprint.HitObject); } /// /// Handle a blueprint requesting selection. /// /// The blueprint. /// The mouse event responsible for selection. /// Whether a selection was performed. internal bool MouseDownSelectionRequested(SelectionBlueprint blueprint, MouseButtonEvent e) { if (e.ShiftPressed && e.Button == MouseButton.Right) { handleQuickDeletion(blueprint); return true; } // while holding control, we only want to add to selection, not replace an existing selection. if (e.ControlPressed && e.Button == MouseButton.Left && !blueprint.IsSelected) { blueprint.ToggleSelection(); return true; } return ensureSelected(blueprint); } /// /// Handle a blueprint requesting selection. /// /// The blueprint. /// The mouse event responsible for deselection. /// Whether a deselection was performed. internal bool MouseUpSelectionRequested(SelectionBlueprint blueprint, MouseButtonEvent e) { if (blueprint.IsSelected) { blueprint.ToggleSelection(); return true; } return false; } private void handleQuickDeletion(SelectionBlueprint blueprint) { if (blueprint.HandleQuickDeletion()) return; if (!blueprint.IsSelected) EditorBeatmap.Remove(blueprint.HitObject); else deleteSelected(); } /// /// Ensure the blueprint is in a selected state. /// /// The blueprint to select. /// Whether selection state was changed. private bool ensureSelected(SelectionBlueprint blueprint) { if (blueprint.IsSelected) return false; DeselectAll?.Invoke(); blueprint.Select(); return true; } private void deleteSelected() { EditorBeatmap.RemoveRange(selectedBlueprints.Select(b => b.HitObject)); } #endregion #region Outline Display /// /// Updates whether this is visible. /// private void updateVisibility() { int count = EditorBeatmap.SelectedHitObjects.Count; selectionDetailsText.Text = count > 0 ? count.ToString() : string.Empty; this.FadeTo(count > 0 ? 1 : 0); OnSelectionChanged(); } /// /// Triggered whenever the set of selected objects changes. /// Should update the selection box's state to match supported operations. /// protected virtual void OnSelectionChanged() { } protected override void Update() { base.Update(); if (selectedBlueprints.Count == 0) return; // Move the rectangle to cover the hitobjects var topLeft = new Vector2(float.MaxValue, float.MaxValue); var bottomRight = new Vector2(float.MinValue, float.MinValue); foreach (var blueprint in selectedBlueprints) { topLeft = Vector2.ComponentMin(topLeft, ToLocalSpace(blueprint.SelectionQuad.TopLeft)); bottomRight = Vector2.ComponentMax(bottomRight, ToLocalSpace(blueprint.SelectionQuad.BottomRight)); } topLeft -= new Vector2(5); bottomRight += new Vector2(5); content.Size = bottomRight - topLeft; content.Position = topLeft; } #endregion #region Sample Changes /// /// Adds a hit sample to all selected s. /// /// The name of the hit sample. 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)); }); } /// /// Set the new combo state of all selected s. /// /// Whether to set or unset. /// Throws if any selected object doesn't implement 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); }); } /// /// Removes a hit sample from all selected s. /// /// The name of the hit sample. public void RemoveHitSample(string sampleName) { EditorBeatmap.PerformOnSelection(h => h.SamplesBindable.RemoveAll(s => s.Name == sampleName)); } #endregion #region Selection State /// /// The state of "new combo" for all selected hitobjects. /// public readonly Bindable SelectionNewComboState = new Bindable(); /// /// The state of each sample type for all selected hitobjects. Keys match with constant specifications. /// public readonly Dictionary> SelectionSampleStates = new Dictionary>(); /// /// Set up ternary state bindables and bind them to selection/hitobject changes (in both directions) /// private void createStateBindables() { foreach (var sampleName in HitSampleInfo.AllAdditions) { var bindable = new Bindable { 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); }; } /// /// Called when context menu ternary states may need to be recalculated (selection changed or hitobject updated). /// protected virtual void UpdateTernaryStates() { SelectionNewComboState.Value = GetStateFromSelection(EditorBeatmap.SelectedHitObjects.OfType(), h => h.NewCombo); foreach (var (sampleName, bindable) in SelectionSampleStates) { bindable.Value = GetStateFromSelection(EditorBeatmap.SelectedHitObjects, h => h.Samples.Any(s => s.Name == sampleName)); } } /// /// Given a selection target and a function of truth, retrieve the correct ternary state for display. /// protected TernaryState GetStateFromSelection(IEnumerable selection, Func 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(); var items = new List(); 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(); } } /// /// Provide context menu items relevant to current selection. Calling base is not required. /// /// The current selection. /// The relevant menu items. protected virtual IEnumerable GetContextMenuItemsForSelection(IEnumerable selection) => Enumerable.Empty(); #endregion } }