// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System.Collections.Generic; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Primitives; using osu.Framework.Input; using osu.Framework.Input.Events; using osu.Framework.Input.States; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Edit.Tools; using osu.Game.Rulesets.Objects.Drawables; namespace osu.Game.Screens.Edit.Compose.Components { public class BlueprintContainer : CompositeDrawable { private SelectionBlueprintContainer selectionBlueprints; private Container placementBlueprintContainer; private PlacementBlueprint currentPlacement; private SelectionBox selectionBox; private IEnumerable selections => selectionBlueprints.Children.Where(c => c.IsAlive); [Resolved] private HitObjectComposer composer { get; set; } private InputManager inputManager; public BlueprintContainer() { RelativeSizeAxes = Axes.Both; } [BackgroundDependencyLoader] private void load() { selectionBox = composer.CreateSelectionBox(); selectionBox.DeselectAll = deselectAll; var dragBox = new DragBox(select); dragBox.DragEnd += () => selectionBox.UpdateVisibility(); InternalChildren = new[] { dragBox, selectionBox, selectionBlueprints = new SelectionBlueprintContainer { RelativeSizeAxes = Axes.Both }, placementBlueprintContainer = new Container { RelativeSizeAxes = Axes.Both }, dragBox.CreateProxy() }; foreach (var obj in composer.HitObjects) AddBlueprintFor(obj); } protected override void LoadComplete() { base.LoadComplete(); inputManager = GetContainingInputManager(); } private HitObjectCompositionTool currentTool; /// /// The current placement tool. /// public HitObjectCompositionTool CurrentTool { get => currentTool; set { if (currentTool == value) return; currentTool = value; refreshTool(); } } /// /// Adds a blueprint for a which adds movement support. /// /// The to create a blueprint for. public void AddBlueprintFor(DrawableHitObject hitObject) { refreshTool(); var blueprint = composer.CreateBlueprintFor(hitObject); if (blueprint == null) return; blueprint.Selected += onBlueprintSelected; blueprint.Deselected += onBlueprintDeselected; blueprint.SelectionRequested += onSelectionRequested; blueprint.DragRequested += onDragRequested; selectionBlueprints.Add(blueprint); } /// /// Removes a blueprint for a . /// /// The for which to remove the blueprint. public void RemoveBlueprintFor(DrawableHitObject hitObject) { var blueprint = selectionBlueprints.Single(m => m.HitObject == hitObject); if (blueprint == null) return; blueprint.Deselect(); blueprint.Selected -= onBlueprintSelected; blueprint.Deselected -= onBlueprintDeselected; blueprint.SelectionRequested -= onSelectionRequested; blueprint.DragRequested -= onDragRequested; selectionBlueprints.Remove(blueprint); } protected override bool OnClick(ClickEvent e) { deselectAll(); return true; } protected override void Update() { base.Update(); if (composer.RulesetContainer.Playfield.ReceivePositionalInputAt(inputManager.CurrentState.Mouse.Position)) currentPlacement?.Show(); else if (currentPlacement?.PlacementBegun == false) currentPlacement?.Hide(); } /// /// Refreshes the current placement tool. /// private void refreshTool() { placementBlueprintContainer.Clear(); currentPlacement = null; var blueprint = CurrentTool?.CreatePlacementBlueprint(); if (blueprint != null) placementBlueprintContainer.Child = currentPlacement = blueprint; } /// /// Select all masks in a given rectangle selection area. /// /// The rectangle to perform a selection on in screen-space coordinates. private void select(RectangleF rect) { foreach (var blueprint in selections.ToList()) { if (blueprint.IsPresent && rect.Contains(blueprint.SelectionPoint)) blueprint.Select(); else blueprint.Deselect(); } } /// /// Deselects all selected s. /// private void deselectAll() => selections.ToList().ForEach(m => m.Deselect()); private void onBlueprintSelected(SelectionBlueprint blueprint) { selectionBox.HandleSelected(blueprint); selectionBlueprints.ChangeChildDepth(blueprint, 1); } private void onBlueprintDeselected(SelectionBlueprint blueprint) { selectionBox.HandleDeselected(blueprint); selectionBlueprints.ChangeChildDepth(blueprint, 0); } private void onSelectionRequested(SelectionBlueprint blueprint, InputState state) => selectionBox.HandleSelectionRequested(blueprint, state); private void onDragRequested(DragEvent dragEvent) => selectionBox.HandleDrag(dragEvent); private class SelectionBlueprintContainer : Container { protected override int Compare(Drawable x, Drawable y) { if (!(x is SelectionBlueprint xBlueprint) || !(y is SelectionBlueprint yBlueprint)) return base.Compare(x, y); return Compare(xBlueprint, yBlueprint); } public int Compare(SelectionBlueprint x, SelectionBlueprint y) { // dpeth is used to denote selected status (we always want selected blueprints to handle input first). int d = x.Depth.CompareTo(y.Depth); if (d != 0) return d; // Put earlier hitobjects towards the end of the list, so they handle input first int i = y.HitObject.HitObject.StartTime.CompareTo(x.HitObject.HitObject.StartTime); return i == 0 ? CompareReverseChildID(x, y) : i; } } } }