// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using System.Collections.Generic; using System.Collections.Specialized; using System.Diagnostics; 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.UserInterface; 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.Types; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Screens.Edit; using osuTK; using osuTK.Input; namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components { public partial class PathControlPointVisualiser : CompositeDrawable, IKeyBindingHandler, IHasContextMenu where T : OsuHitObject, IHasPath { public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true; // allow context menu to appear outside of the playfield. internal readonly Container> Pieces; internal readonly Container> Connections; private readonly IBindableList controlPoints = new BindableList(); private readonly T hitObject; private readonly bool allowSelection; private InputManager inputManager; public Action> RemoveControlPointsRequested; public Action> SplitControlPointsRequested; [Resolved(CanBeNull = true)] private IPositionSnapProvider positionSnapProvider { get; set; } [Resolved(CanBeNull = true)] private IDistanceSnapProvider distanceSnapProvider { get; set; } public PathControlPointVisualiser(T hitObject, bool allowSelection) { this.hitObject = hitObject; this.allowSelection = allowSelection; RelativeSizeAxes = Axes.Both; InternalChildren = new Drawable[] { Connections = new Container> { RelativeSizeAxes = Axes.Both }, Pieces = new Container> { RelativeSizeAxes = Axes.Both } }; } protected override void LoadComplete() { base.LoadComplete(); inputManager = GetContainingInputManager(); controlPoints.CollectionChanged += onControlPointsChanged; controlPoints.BindTo(hitObject.Path.ControlPoints); } /// /// Selects the corresponding to the given , /// and deselects all other s. /// public void SetSelectionTo(PathControlPoint pathControlPoint) { foreach (var p in Pieces) p.IsSelected.Value = p.ControlPoint == pathControlPoint; } /// /// Delete all visually selected s. /// /// public bool DeleteSelected() { List toRemove = Pieces.Where(p => p.IsSelected.Value).Select(p => p.ControlPoint).ToList(); // Ensure that there are any points to be deleted if (toRemove.Count == 0) return false; changeHandler?.BeginChange(); RemoveControlPointsRequested?.Invoke(toRemove); changeHandler?.EndChange(); // Since pieces are re-used, they will not point to the deleted control points while remaining selected foreach (var piece in Pieces) piece.IsSelected.Value = false; return true; } private bool splitSelected() { List controlPointsToSplitAt = Pieces.Where(p => p.IsSelected.Value && isSplittable(p)).Select(p => p.ControlPoint).ToList(); // Ensure that there are any points to be split if (controlPointsToSplitAt.Count == 0) return false; changeHandler?.BeginChange(); SplitControlPointsRequested?.Invoke(controlPointsToSplitAt); changeHandler?.EndChange(); // Since pieces are re-used, they will not point to the deleted control points while remaining selected foreach (var piece in Pieces) piece.IsSelected.Value = false; return true; } private bool isSplittable(PathControlPointPiece p) => // A hit object can only be split on control points which connect two different path segments. p.ControlPoint.Type.HasValue && p != Pieces.FirstOrDefault() && p != Pieces.LastOrDefault(); private void onControlPointsChanged(object sender, NotifyCollectionChangedEventArgs e) { switch (e.Action) { case NotifyCollectionChangedAction.Add: Debug.Assert(e.NewItems != null); // If inserting in the path (not appending), // update indices of existing connections after insert location if (e.NewStartingIndex < Pieces.Count) { foreach (var connection in Connections) { if (connection.ControlPointIndex >= e.NewStartingIndex) connection.ControlPointIndex += e.NewItems.Count; } } for (int i = 0; i < e.NewItems.Count; i++) { var point = (PathControlPoint)e.NewItems[i]; Pieces.Add(new PathControlPointPiece(hitObject, point).With(d => { if (allowSelection) d.RequestSelection = selectionRequested; d.DragStarted = DragStarted; d.DragInProgress = DragInProgress; d.DragEnded = DragEnded; })); Connections.Add(new PathControlPointConnectionPiece(hitObject, e.NewStartingIndex + i)); } break; case NotifyCollectionChangedAction.Remove: Debug.Assert(e.OldItems != null); foreach (var point in e.OldItems.Cast()) { foreach (var piece in Pieces.Where(p => p.ControlPoint == point).ToArray()) piece.RemoveAndDisposeImmediately(); foreach (var connection in Connections.Where(c => c.ControlPoint == point).ToArray()) connection.RemoveAndDisposeImmediately(); } // If removing before the end of the path, // update indices of connections after remove location if (e.OldStartingIndex < Pieces.Count) { foreach (var connection in Connections) { if (connection.ControlPointIndex >= e.OldStartingIndex) connection.ControlPointIndex -= e.OldItems.Count; } } break; } } protected override bool OnClick(ClickEvent e) { if (Pieces.Any(piece => piece.IsHovered)) return false; foreach (var piece in Pieces) { piece.IsSelected.Value = false; } return false; } public bool OnPressed(KeyBindingPressEvent e) { switch (e.Action) { case PlatformAction.Delete: return DeleteSelected(); } return false; } public void OnReleased(KeyBindingReleaseEvent e) { } private void selectionRequested(PathControlPointPiece piece, MouseButtonEvent e) { if (e.Button == MouseButton.Left && inputManager.CurrentState.Keyboard.ControlPressed) piece.IsSelected.Toggle(); else SetSelectionTo(piece.ControlPoint); } /// /// Attempts to set the given control point piece to the given path type. /// If that would fail, try to change the path such that it instead succeeds /// in a UX-friendly way. /// /// The control point piece that we want to change the path type of. /// The path type we want to assign to the given control point piece. private void updatePathType(PathControlPointPiece piece, PathType? type) { int indexInSegment = piece.PointsInSegment.IndexOf(piece.ControlPoint); if (type?.Type == SplineType.PerfectCurve) { // Can't always create a circular arc out of 4 or more points, // so we split the segment into one 3-point circular arc segment // and one segment of the previous type. int thirdPointIndex = indexInSegment + 2; if (piece.PointsInSegment.Count > thirdPointIndex + 1) piece.PointsInSegment[thirdPointIndex].Type = piece.PointsInSegment[0].Type; } hitObject.Path.ExpectedDistance.Value = null; piece.ControlPoint.Type = type; } [Resolved(CanBeNull = true)] private IEditorChangeHandler changeHandler { get; set; } #region Drag handling private Vector2[] dragStartPositions; private PathType?[] dragPathTypes; private int draggedControlPointIndex; private HashSet selectedControlPoints; public void DragStarted(PathControlPoint controlPoint) { dragStartPositions = hitObject.Path.ControlPoints.Select(point => point.Position).ToArray(); dragPathTypes = hitObject.Path.ControlPoints.Select(point => point.Type).ToArray(); draggedControlPointIndex = hitObject.Path.ControlPoints.IndexOf(controlPoint); selectedControlPoints = new HashSet(Pieces.Where(piece => piece.IsSelected.Value).Select(piece => piece.ControlPoint)); Debug.Assert(draggedControlPointIndex >= 0); changeHandler?.BeginChange(); } public void DragInProgress(DragEvent e) { Vector2[] oldControlPoints = hitObject.Path.ControlPoints.Select(cp => cp.Position).ToArray(); var oldPosition = hitObject.Position; double oldStartTime = hitObject.StartTime; if (selectedControlPoints.Contains(hitObject.Path.ControlPoints[0])) { // Special handling for selections containing head control point - the position of the hit object changes which means the snapped position and time have to be taken into account Vector2 newHeadPosition = Parent!.ToScreenSpace(e.MousePosition + (dragStartPositions[0] - dragStartPositions[draggedControlPointIndex])); var result = positionSnapProvider?.FindSnappedPositionAndTime(newHeadPosition); Vector2 movementDelta = Parent!.ToLocalSpace(result?.ScreenSpacePosition ?? newHeadPosition) - hitObject.Position; hitObject.Position += movementDelta; hitObject.StartTime = result?.Time ?? hitObject.StartTime; for (int i = 1; i < hitObject.Path.ControlPoints.Count; i++) { var controlPoint = hitObject.Path.ControlPoints[i]; // Since control points are relative to the position of the hit object, all points that are _not_ selected // need to be offset _back_ by the delta corresponding to the movement of the head point. // All other selected control points (if any) will move together with the head point // (and so they will not move at all, relative to each other). if (!selectedControlPoints.Contains(controlPoint)) controlPoint.Position -= movementDelta; } } else { var result = positionSnapProvider?.FindSnappedPositionAndTime(Parent!.ToScreenSpace(e.MousePosition), SnapType.GlobalGrids); Vector2 movementDelta = Parent!.ToLocalSpace(result?.ScreenSpacePosition ?? Parent!.ToScreenSpace(e.MousePosition)) - dragStartPositions[draggedControlPointIndex] - hitObject.Position; for (int i = 0; i < controlPoints.Count; ++i) { var controlPoint = controlPoints[i]; if (selectedControlPoints.Contains(controlPoint)) controlPoint.Position = dragStartPositions[i] + movementDelta; } } // Snap the path to the current beat divisor before checking length validity. hitObject.SnapTo(distanceSnapProvider); if (!hitObject.Path.HasValidLength) { for (int i = 0; i < hitObject.Path.ControlPoints.Count; i++) hitObject.Path.ControlPoints[i].Position = oldControlPoints[i]; hitObject.Position = oldPosition; hitObject.StartTime = oldStartTime; // Snap the path length again to undo the invalid length. hitObject.SnapTo(distanceSnapProvider); return; } // Maintain the path types in case they got defaulted to bezier at some point during the drag. for (int i = 0; i < hitObject.Path.ControlPoints.Count; i++) hitObject.Path.ControlPoints[i].Type = dragPathTypes[i]; } public void DragEnded() => changeHandler?.EndChange(); #endregion public MenuItem[] ContextMenuItems { get { if (!Pieces.Any(p => p.IsHovered)) return null; var selectedPieces = Pieces.Where(p => p.IsSelected.Value).ToList(); int count = selectedPieces.Count; if (count == 0) return null; var splittablePieces = selectedPieces.Where(isSplittable).ToList(); int splittableCount = splittablePieces.Count; List curveTypeItems = new List(); if (!selectedPieces.Contains(Pieces[0])) { curveTypeItems.Add(createMenuItemForPathType(null)); curveTypeItems.Add(new OsuMenuItemSpacer()); } // todo: hide/disable items which aren't valid for selected points curveTypeItems.Add(createMenuItemForPathType(PathType.LINEAR)); curveTypeItems.Add(createMenuItemForPathType(PathType.PERFECT_CURVE)); curveTypeItems.Add(createMenuItemForPathType(PathType.BEZIER)); curveTypeItems.Add(createMenuItemForPathType(PathType.BSpline(3))); if (selectedPieces.Any(piece => piece.ControlPoint.Type?.Type == SplineType.Catmull)) curveTypeItems.Add(createMenuItemForPathType(PathType.CATMULL)); var menuItems = new List { new OsuMenuItem("Curve type") { Items = curveTypeItems } }; if (splittableCount > 0) { menuItems.Add(new OsuMenuItem($"Split {"control point".ToQuantity(splittableCount, splittableCount > 1 ? ShowQuantityAs.Numeric : ShowQuantityAs.None)}", MenuItemType.Destructive, () => splitSelected())); } menuItems.Add( new OsuMenuItem($"Delete {"control point".ToQuantity(count, count > 1 ? ShowQuantityAs.Numeric : ShowQuantityAs.None)}", MenuItemType.Destructive, () => DeleteSelected()) ); return menuItems.ToArray(); } } private MenuItem createMenuItemForPathType(PathType? type) { int totalCount = Pieces.Count(p => p.IsSelected.Value); int countOfState = Pieces.Where(p => p.IsSelected.Value).Count(p => p.ControlPoint.Type == type); var item = new TernaryStateRadioMenuItem(type?.Description ?? "Inherit", MenuItemType.Standard, _ => { foreach (var p in Pieces.Where(p => p.IsSelected.Value)) updatePathType(p, type); }); if (countOfState == totalCount) item.State.Value = TernaryState.True; else if (countOfState > 0) item.State.Value = TernaryState.Indeterminate; else item.State.Value = TernaryState.False; return item; } } }