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osu-lazer/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineBlueprintContainer.cs
2020-10-27 14:38:35 +01:00

196 lines
6.6 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Screens.Edit.Components.Timelines.Summary.Parts;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Screens.Edit.Compose.Components.Timeline
{
internal class TimelineBlueprintContainer : BlueprintContainer
{
[Resolved(CanBeNull = true)]
private Timeline timeline { get; set; }
[Resolved]
private EditorBeatmap beatmap { get; set; }
private DragEvent lastDragEvent;
private Bindable<HitObject> placement;
private SelectionBlueprint placementBlueprint;
public TimelineBlueprintContainer()
{
RelativeSizeAxes = Axes.Both;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
Height = 0.4f;
AddInternal(new Box
{
Colour = Color4.Black,
RelativeSizeAxes = Axes.Both,
Alpha = 0.1f,
});
}
protected override void LoadComplete()
{
base.LoadComplete();
DragBox.Alpha = 0;
placement = beatmap.PlacementObject.GetBoundCopy();
placement.ValueChanged += placementChanged;
}
private void placementChanged(ValueChangedEvent<HitObject> obj)
{
if (obj.NewValue == null)
{
if (placementBlueprint != null)
{
SelectionBlueprints.Remove(placementBlueprint);
placementBlueprint = null;
}
}
else
{
placementBlueprint = CreateBlueprintFor(obj.NewValue);
placementBlueprint.Colour = Color4.MediumPurple;
SelectionBlueprints.Add(placementBlueprint);
}
}
protected override Container<SelectionBlueprint> CreateSelectionBlueprintContainer() => new TimelineSelectionBlueprintContainer { RelativeSizeAxes = Axes.Both };
protected override void OnDrag(DragEvent e)
{
handleScrollViaDrag(e);
base.OnDrag(e);
}
protected override void OnDragEnd(DragEndEvent e)
{
base.OnDragEnd(e);
lastDragEvent = null;
}
protected override void Update()
{
// trigger every frame so drags continue to update selection while playback is scrolling the timeline.
if (lastDragEvent != null)
OnDrag(lastDragEvent);
base.Update();
}
protected override SelectionHandler CreateSelectionHandler() => new TimelineSelectionHandler();
protected override SelectionBlueprint CreateBlueprintFor(HitObject hitObject) => new TimelineHitObjectBlueprint(hitObject)
{
OnDragHandled = handleScrollViaDrag
};
protected override DragBox CreateDragBox(Action<RectangleF> performSelect) => new TimelineDragBox(performSelect, this);
private void handleScrollViaDrag(DragEvent e)
{
lastDragEvent = e;
if (lastDragEvent == null)
return;
if (timeline != null)
{
var timelineQuad = timeline.ScreenSpaceDrawQuad;
var mouseX = e.ScreenSpaceMousePosition.X;
// scroll if in a drag and dragging outside visible extents
if (mouseX > timelineQuad.TopRight.X)
timeline.ScrollBy((float)((mouseX - timelineQuad.TopRight.X) / 10 * Clock.ElapsedFrameTime));
else if (mouseX < timelineQuad.TopLeft.X)
timeline.ScrollBy((float)((mouseX - timelineQuad.TopLeft.X) / 10 * Clock.ElapsedFrameTime));
}
}
internal class TimelineSelectionHandler : SelectionHandler
{
// for now we always allow movement. snapping is provided by the Timeline's "distance" snap implementation
public override bool HandleMovement(MoveSelectionEvent moveEvent) => true;
}
private class TimelineDragBox : DragBox
{
private Vector2 lastMouseDown;
private float? lastZoom;
private float localMouseDown;
private readonly TimelineBlueprintContainer parent;
public TimelineDragBox(Action<RectangleF> performSelect, TimelineBlueprintContainer parent)
: base(performSelect)
{
this.parent = parent;
}
protected override Drawable CreateBox() => new Box
{
RelativeSizeAxes = Axes.Y,
Alpha = 0.3f
};
public override bool HandleDrag(MouseButtonEvent e)
{
// store the original position of the mouse down, as we may be scrolled during selection.
if (lastMouseDown != e.ScreenSpaceMouseDownPosition)
{
lastMouseDown = e.ScreenSpaceMouseDownPosition;
localMouseDown = e.MouseDownPosition.X;
lastZoom = null;
}
//Zooming the timeline shifts the coordinate system. zoomCorrection compensates for that
float zoomCorrection = lastZoom.HasValue ? (parent.timeline.CurrentZoom / lastZoom.Value) : 1;
localMouseDown *= zoomCorrection;
lastZoom = parent.timeline.CurrentZoom;
float selection1 = localMouseDown;
float selection2 = e.MousePosition.X * zoomCorrection;
Box.X = Math.Min(selection1, selection2);
Box.Width = Math.Abs(selection1 - selection2);
PerformSelection?.Invoke(Box.ScreenSpaceDrawQuad.AABBFloat);
return true;
}
}
protected class TimelineSelectionBlueprintContainer : Container<SelectionBlueprint>
{
protected override Container<SelectionBlueprint> Content { get; }
public TimelineSelectionBlueprintContainer()
{
AddInternal(new TimelinePart<SelectionBlueprint>(Content = new Container<SelectionBlueprint> { RelativeSizeAxes = Axes.Both }) { RelativeSizeAxes = Axes.Both });
}
}
}
}