mirror of
https://github.com/ppy/osu.git
synced 2024-11-15 17:17:26 +08:00
163 lines
5.8 KiB
C#
163 lines
5.8 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.
|
|
|
|
#nullable disable
|
|
|
|
using System;
|
|
using System.Linq;
|
|
using JetBrains.Annotations;
|
|
using osu.Framework;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Graphics.Primitives;
|
|
using osu.Framework.Graphics.UserInterface;
|
|
using osu.Game.Graphics.UserInterface;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Rulesets.Edit
|
|
{
|
|
/// <summary>
|
|
/// A blueprint placed above a displaying item adding editing functionality.
|
|
/// </summary>
|
|
public abstract partial class SelectionBlueprint<T> : CompositeDrawable, IStateful<SelectionState>
|
|
{
|
|
public readonly T Item;
|
|
|
|
/// <summary>
|
|
/// Invoked when this <see cref="SelectionBlueprint{T}"/> has been selected.
|
|
/// </summary>
|
|
public event Action<SelectionBlueprint<T>> Selected;
|
|
|
|
/// <summary>
|
|
/// Invoked when this <see cref="SelectionBlueprint{T}"/> has been deselected.
|
|
/// </summary>
|
|
public event Action<SelectionBlueprint<T>> Deselected;
|
|
|
|
public override bool HandlePositionalInput => IsSelectable;
|
|
public override bool RemoveWhenNotAlive => false;
|
|
|
|
protected SelectionBlueprint(T item)
|
|
{
|
|
Item = item;
|
|
|
|
RelativeSizeAxes = Axes.Both;
|
|
AlwaysPresent = true;
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
updateState();
|
|
}
|
|
|
|
private SelectionState state;
|
|
|
|
[CanBeNull]
|
|
public event Action<SelectionState> StateChanged;
|
|
|
|
public SelectionState State
|
|
{
|
|
get => state;
|
|
set
|
|
{
|
|
if (state == value)
|
|
return;
|
|
|
|
state = value;
|
|
|
|
if (IsLoaded)
|
|
updateState();
|
|
|
|
StateChanged?.Invoke(state);
|
|
}
|
|
}
|
|
|
|
private void updateState()
|
|
{
|
|
switch (state)
|
|
{
|
|
case SelectionState.Selected:
|
|
OnSelected();
|
|
Selected?.Invoke(this);
|
|
break;
|
|
|
|
case SelectionState.NotSelected:
|
|
OnDeselected();
|
|
Deselected?.Invoke(this);
|
|
break;
|
|
}
|
|
}
|
|
|
|
protected virtual void OnDeselected()
|
|
{
|
|
// selection blueprints are AlwaysPresent while the related item is visible
|
|
// set the body piece's alpha directly to avoid arbitrarily rendering frame buffers etc. of children.
|
|
foreach (var d in InternalChildren)
|
|
d.Hide();
|
|
}
|
|
|
|
protected virtual void OnSelected()
|
|
{
|
|
foreach (var d in InternalChildren)
|
|
d.Show();
|
|
}
|
|
|
|
// When not selected, input is only required for the blueprint itself to receive IsHovering
|
|
protected override bool ShouldBeConsideredForInput(Drawable child) => State == SelectionState.Selected;
|
|
|
|
/// <summary>
|
|
/// Selects this <see cref="SelectionBlueprint{T}"/>, causing it to become visible.
|
|
/// </summary>
|
|
public void Select() => State = SelectionState.Selected;
|
|
|
|
/// <summary>
|
|
/// Deselects this <see cref="HitObjectSelectionBlueprint"/>, causing it to become invisible.
|
|
/// </summary>
|
|
public void Deselect() => State = SelectionState.NotSelected;
|
|
|
|
/// <summary>
|
|
/// Toggles the selection state of this <see cref="HitObjectSelectionBlueprint"/>.
|
|
/// </summary>
|
|
public void ToggleSelection() => State = IsSelected ? SelectionState.NotSelected : SelectionState.Selected;
|
|
|
|
public bool IsSelected => State == SelectionState.Selected;
|
|
|
|
/// <summary>
|
|
/// The <see cref="MenuItem"/>s to be displayed in the context menu for this <see cref="HitObjectSelectionBlueprint"/>.
|
|
/// </summary>
|
|
public virtual MenuItem[] ContextMenuItems => Array.Empty<MenuItem>();
|
|
|
|
/// <summary>
|
|
/// Whether the <see cref="SelectionBlueprint{T}"/> can be currently selected via a click or a drag box.
|
|
/// </summary>
|
|
public virtual bool IsSelectable => ShouldBeAlive && IsPresent;
|
|
|
|
/// <summary>
|
|
/// The screen-space main point that causes this <see cref="HitObjectSelectionBlueprint"/> to be selected via a drag.
|
|
/// </summary>
|
|
public virtual Vector2 ScreenSpaceSelectionPoint => ScreenSpaceDrawQuad.Centre;
|
|
|
|
/// <summary>
|
|
/// Any points that should be used for snapping purposes in addition to <see cref="ScreenSpaceSelectionPoint"/>. Exposed via <see cref="ScreenSpaceSnapPoints"/>.
|
|
/// </summary>
|
|
protected virtual Vector2[] ScreenSpaceAdditionalNodes => Array.Empty<Vector2>();
|
|
|
|
/// <summary>
|
|
/// The screen-space collection of base points on this <see cref="HitObjectSelectionBlueprint"/> that other objects can be snapped to.
|
|
/// The first element of this collection is <see cref="ScreenSpaceSelectionPoint"/>
|
|
/// </summary>
|
|
public Vector2[] ScreenSpaceSnapPoints => ScreenSpaceAdditionalNodes.Prepend(ScreenSpaceSelectionPoint).ToArray();
|
|
|
|
/// <summary>
|
|
/// The screen-space quad that outlines this <see cref="HitObjectSelectionBlueprint"/> for selections.
|
|
/// </summary>
|
|
public virtual Quad SelectionQuad => ScreenSpaceDrawQuad;
|
|
|
|
/// <summary>
|
|
/// Handle to perform a partial deletion when the user requests a quick delete (Shift+Right Click).
|
|
/// </summary>
|
|
/// <returns>True if the deletion operation was handled by this blueprint. Returning false will delete the full blueprint.</returns>
|
|
public virtual bool HandleQuickDeletion() => false;
|
|
}
|
|
}
|