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540 lines
19 KiB
C#
540 lines
19 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Collections.Specialized;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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/// <summary>
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/// A container which provides a "blueprint" display of hitobjects.
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/// Includes selection and manipulation support via a <see cref="Components.SelectionHandler"/>.
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/// </summary>
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public abstract class BlueprintContainer : CompositeDrawable, IKeyBindingHandler<PlatformAction>
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{
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protected DragBox DragBox { get; private set; }
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public Container<SelectionBlueprint> SelectionBlueprints { get; private set; }
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protected SelectionHandler SelectionHandler { get; private set; }
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protected readonly HitObjectComposer Composer;
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[Resolved(CanBeNull = true)]
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private IEditorChangeHandler changeHandler { get; set; }
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[Resolved]
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protected EditorClock EditorClock { get; private set; }
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[Resolved]
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protected EditorBeatmap Beatmap { get; private set; }
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private readonly BindableList<HitObject> selectedHitObjects = new BindableList<HitObject>();
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private readonly Dictionary<HitObject, SelectionBlueprint> blueprintMap = new Dictionary<HitObject, SelectionBlueprint>();
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[Resolved(canBeNull: true)]
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private IPositionSnapProvider snapProvider { get; set; }
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protected BlueprintContainer(HitObjectComposer composer)
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{
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Composer = composer;
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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SelectionHandler = CreateSelectionHandler();
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SelectionHandler.DeselectAll = deselectAll;
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AddRangeInternal(new[]
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{
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DragBox = CreateDragBox(selectBlueprintsFromDragRectangle),
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SelectionHandler,
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SelectionBlueprints = CreateSelectionBlueprintContainer(),
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SelectionHandler.CreateProxy(),
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DragBox.CreateProxy().With(p => p.Depth = float.MinValue)
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});
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// For non-pooled rulesets, hitobjects are already present in the playfield which allows the blueprints to be loaded in the async context.
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if (Composer != null)
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{
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foreach (var obj in Composer.HitObjects)
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addBlueprintFor(obj.HitObject);
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}
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selectedHitObjects.BindTo(Beatmap.SelectedHitObjects);
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selectedHitObjects.CollectionChanged += (selectedObjects, args) =>
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{
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switch (args.Action)
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{
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case NotifyCollectionChangedAction.Add:
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foreach (var o in args.NewItems)
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SelectionBlueprints.FirstOrDefault(b => b.HitObject == o)?.Select();
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break;
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case NotifyCollectionChangedAction.Remove:
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foreach (var o in args.OldItems)
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SelectionBlueprints.FirstOrDefault(b => b.HitObject == o)?.Deselect();
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break;
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}
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};
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Beatmap.HitObjectAdded += addBlueprintFor;
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Beatmap.HitObjectRemoved += removeBlueprintFor;
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if (Composer != null)
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{
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// For pooled rulesets, blueprints must be added for hitobjects already "current" as they would've not been "current" during the async load addition process above.
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foreach (var obj in Composer.HitObjects)
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addBlueprintFor(obj.HitObject);
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Composer.Playfield.HitObjectUsageBegan += addBlueprintFor;
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Composer.Playfield.HitObjectUsageFinished += removeBlueprintFor;
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}
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}
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protected virtual Container<SelectionBlueprint> CreateSelectionBlueprintContainer() => new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both };
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/// <summary>
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/// Creates a <see cref="Components.SelectionHandler"/> which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
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/// </summary>
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protected virtual SelectionHandler CreateSelectionHandler() => new SelectionHandler();
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/// <summary>
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/// Creates a <see cref="SelectionBlueprint"/> for a specific <see cref="DrawableHitObject"/>.
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/// </summary>
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/// <param name="hitObject">The <see cref="DrawableHitObject"/> to create the overlay for.</param>
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protected virtual SelectionBlueprint CreateBlueprintFor(HitObject hitObject) => null;
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protected virtual DragBox CreateDragBox(Action<RectangleF> performSelect) => new DragBox(performSelect);
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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if (!beginClickSelection(e)) return true;
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prepareSelectionMovement();
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return e.Button == MouseButton.Left;
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}
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private SelectionBlueprint clickedBlueprint;
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protected override bool OnClick(ClickEvent e)
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{
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if (e.Button == MouseButton.Right)
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return false;
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// store for double-click handling
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clickedBlueprint = SelectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered);
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// Deselection should only occur if no selected blueprints are hovered
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// A special case for when a blueprint was selected via this click is added since OnClick() may occur outside the hitobject and should not trigger deselection
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if (endClickSelection() || clickedBlueprint != null)
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return true;
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deselectAll();
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return true;
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}
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protected override bool OnDoubleClick(DoubleClickEvent e)
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{
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if (e.Button == MouseButton.Right)
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return false;
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// ensure the blueprint which was hovered for the first click is still the hovered blueprint.
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if (clickedBlueprint == null || SelectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered) != clickedBlueprint)
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return false;
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EditorClock?.SeekSmoothlyTo(clickedBlueprint.HitObject.StartTime);
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return true;
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}
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protected override void OnMouseUp(MouseUpEvent e)
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{
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// Special case for when a drag happened instead of a click
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Schedule(() => endClickSelection());
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finishSelectionMovement();
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}
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protected override bool OnDragStart(DragStartEvent e)
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{
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if (e.Button == MouseButton.Right)
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return false;
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if (movementBlueprints != null)
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{
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isDraggingBlueprint = true;
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changeHandler?.BeginChange();
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return true;
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}
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if (DragBox.HandleDrag(e))
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{
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DragBox.Show();
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return true;
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}
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return false;
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}
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protected override void OnDrag(DragEvent e)
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{
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if (e.Button == MouseButton.Right)
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return;
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if (DragBox.State == Visibility.Visible)
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DragBox.HandleDrag(e);
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moveCurrentSelection(e);
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}
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protected override void OnDragEnd(DragEndEvent e)
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{
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if (e.Button == MouseButton.Right)
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return;
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if (isDraggingBlueprint)
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{
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// handle positional change etc.
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foreach (var obj in selectedHitObjects)
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Beatmap.Update(obj);
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changeHandler?.EndChange();
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isDraggingBlueprint = false;
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}
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if (DragBox.State == Visibility.Visible)
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DragBox.Hide();
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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switch (e.Key)
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{
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case Key.Escape:
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if (!SelectionHandler.SelectedBlueprints.Any())
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return false;
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deselectAll();
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return true;
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}
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return false;
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}
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public bool OnPressed(PlatformAction action)
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{
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switch (action.ActionType)
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{
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case PlatformActionType.SelectAll:
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selectAll();
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return true;
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}
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return false;
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}
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public void OnReleased(PlatformAction action)
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{
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}
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#region Blueprint Addition/Removal
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private void addBlueprintFor(HitObject hitObject)
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{
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if (blueprintMap.ContainsKey(hitObject))
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return;
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var blueprint = CreateBlueprintFor(hitObject);
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if (blueprint == null)
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return;
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blueprintMap[hitObject] = blueprint;
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blueprint.Selected += onBlueprintSelected;
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blueprint.Deselected += onBlueprintDeselected;
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if (Beatmap.SelectedHitObjects.Contains(hitObject))
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blueprint.Select();
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SelectionBlueprints.Add(blueprint);
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OnBlueprintAdded(hitObject);
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}
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private void removeBlueprintFor(HitObject hitObject)
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{
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if (!blueprintMap.Remove(hitObject, out var blueprint))
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return;
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blueprint.Deselect();
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blueprint.Selected -= onBlueprintSelected;
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blueprint.Deselected -= onBlueprintDeselected;
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SelectionBlueprints.Remove(blueprint);
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if (movementBlueprints?.Contains(blueprint) == true)
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finishSelectionMovement();
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OnBlueprintRemoved(hitObject);
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}
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/// <summary>
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/// Called after a <see cref="HitObject"/> blueprint has been added.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> for which the blueprint has been added.</param>
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protected virtual void OnBlueprintAdded(HitObject hitObject)
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{
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}
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/// <summary>
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/// Called after a <see cref="HitObject"/> blueprint has been removed.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> for which the blueprint has been removed.</param>
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protected virtual void OnBlueprintRemoved(HitObject hitObject)
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{
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}
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#endregion
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#region Selection
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/// <summary>
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/// Whether a blueprint was selected by a previous click event.
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/// </summary>
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private bool clickSelectionBegan;
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/// <summary>
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/// Attempts to select any hovered blueprints.
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/// </summary>
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/// <param name="e">The input event that triggered this selection.</param>
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/// <returns>Whether a selection was performed.</returns>
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private bool beginClickSelection(MouseButtonEvent e)
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{
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// Iterate from the top of the input stack (blueprints closest to the front of the screen first).
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foreach (SelectionBlueprint blueprint in SelectionBlueprints.AliveChildren.Reverse())
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{
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if (!blueprint.IsHovered) continue;
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return clickSelectionBegan = SelectionHandler.HandleSelectionRequested(blueprint, e);
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}
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return false;
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}
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/// <summary>
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/// Finishes the current blueprint selection.
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/// </summary>
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/// <returns>Whether a click selection was active.</returns>
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private bool endClickSelection()
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{
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if (!clickSelectionBegan)
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return false;
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clickSelectionBegan = false;
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return true;
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}
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/// <summary>
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/// Select all masks in a given rectangle selection area.
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/// </summary>
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/// <param name="rect">The rectangle to perform a selection on in screen-space coordinates.</param>
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private void selectBlueprintsFromDragRectangle(RectangleF rect)
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{
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foreach (var blueprint in SelectionBlueprints)
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{
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// only run when utmost necessary to avoid unnecessary rect computations.
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bool isValidForSelection() => blueprint.IsAlive && blueprint.IsPresent && rect.Contains(blueprint.ScreenSpaceSelectionPoint);
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switch (blueprint.State)
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{
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case SelectionState.NotSelected:
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if (isValidForSelection())
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blueprint.Select();
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break;
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case SelectionState.Selected:
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// if the editor is playing, we generally don't want to deselect objects even if outside the selection area.
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if (!EditorClock.IsRunning && !isValidForSelection())
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blueprint.Deselect();
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break;
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}
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}
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}
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/// <summary>
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/// Selects all <see cref="SelectionBlueprint"/>s.
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/// </summary>
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private void selectAll()
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{
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Composer.Playfield.KeepAllAlive();
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// Scheduled to allow the change in lifetime to take place.
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Schedule(() => SelectionBlueprints.ToList().ForEach(m => m.Select()));
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}
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/// <summary>
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/// Deselects all selected <see cref="SelectionBlueprint"/>s.
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/// </summary>
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private void deselectAll() => SelectionHandler.SelectedBlueprints.ToList().ForEach(m => m.Deselect());
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private void onBlueprintSelected(SelectionBlueprint blueprint)
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{
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SelectionHandler.HandleSelected(blueprint);
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SelectionBlueprints.ChangeChildDepth(blueprint, 1);
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Composer.Playfield.SetKeepAlive(blueprint.HitObject, true);
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}
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private void onBlueprintDeselected(SelectionBlueprint blueprint)
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{
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SelectionHandler.HandleDeselected(blueprint);
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SelectionBlueprints.ChangeChildDepth(blueprint, 0);
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Composer.Playfield.SetKeepAlive(blueprint.HitObject, false);
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}
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#endregion
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#region Selection Movement
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private Vector2[] movementBlueprintOriginalPositions;
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private SelectionBlueprint[] movementBlueprints;
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private bool isDraggingBlueprint;
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/// <summary>
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/// Attempts to begin the movement of any selected blueprints.
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/// </summary>
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private void prepareSelectionMovement()
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{
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if (!SelectionHandler.SelectedBlueprints.Any())
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return;
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// Any selected blueprint that is hovered can begin the movement of the group, however only the earliest hitobject is used for movement
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// A special case is added for when a click selection occurred before the drag
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if (!clickSelectionBegan && !SelectionHandler.SelectedBlueprints.Any(b => b.IsHovered))
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return;
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// Movement is tracked from the blueprint of the earliest hitobject, since it only makes sense to distance snap from that hitobject
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movementBlueprints = SelectionHandler.SelectedBlueprints.OrderBy(b => b.HitObject.StartTime).ToArray();
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movementBlueprintOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint).ToArray();
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}
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/// <summary>
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/// Moves the current selected blueprints.
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/// </summary>
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/// <param name="e">The <see cref="DragEvent"/> defining the movement event.</param>
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/// <returns>Whether a movement was active.</returns>
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private bool moveCurrentSelection(DragEvent e)
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{
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if (movementBlueprints == null)
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return false;
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if (snapProvider == null)
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return true;
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Debug.Assert(movementBlueprintOriginalPositions != null);
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Vector2 distanceTravelled = e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
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// check for positional snap for every object in selection (for things like object-object snapping)
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for (var i = 0; i < movementBlueprintOriginalPositions.Length; i++)
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{
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var testPosition = movementBlueprintOriginalPositions[i] + distanceTravelled;
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var positionalResult = snapProvider.SnapScreenSpacePositionToValidPosition(testPosition);
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if (positionalResult.ScreenSpacePosition == testPosition) continue;
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// attempt to move the objects, and abort any time based snapping if we can.
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if (SelectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprints[i], positionalResult.ScreenSpacePosition)))
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return true;
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}
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// if no positional snapping could be performed, try unrestricted snapping from the earliest
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// hitobject in the selection.
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// The final movement position, relative to movementBlueprintOriginalPosition.
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Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTravelled;
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// Retrieve a snapped position.
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var result = snapProvider.SnapScreenSpacePositionToValidTime(movePosition);
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// Move the hitobjects.
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if (!SelectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprints.First(), result.ScreenSpacePosition)))
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return true;
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if (result.Time.HasValue)
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{
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// Apply the start time at the newly snapped-to position
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double offset = result.Time.Value - movementBlueprints.First().HitObject.StartTime;
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foreach (HitObject obj in Beatmap.SelectedHitObjects)
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obj.StartTime += offset;
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}
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return true;
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}
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/// <summary>
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/// Finishes the current movement of selected blueprints.
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/// </summary>
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/// <returns>Whether a movement was active.</returns>
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private bool finishSelectionMovement()
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{
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if (movementBlueprints == null)
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return false;
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movementBlueprintOriginalPositions = null;
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movementBlueprints = null;
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return true;
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}
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#endregion
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (Beatmap != null)
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{
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Beatmap.HitObjectAdded -= addBlueprintFor;
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Beatmap.HitObjectRemoved -= removeBlueprintFor;
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}
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if (Composer != null)
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{
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Composer.Playfield.HitObjectUsageBegan -= addBlueprintFor;
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Composer.Playfield.HitObjectUsageFinished -= removeBlueprintFor;
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}
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}
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}
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}
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