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332 lines
11 KiB
C#
332 lines
11 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.Linq;
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using osu.Framework.Allocation;
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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.Cursor;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
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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.States;
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using osu.Game.Audio;
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using osu.Game.Graphics;
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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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namespace osu.Game.Screens.Edit.Compose.Components
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{
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/// <summary>
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/// A component which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
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/// </summary>
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public class SelectionHandler : CompositeDrawable, IKeyBindingHandler<PlatformAction>, IHasContextMenu
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{
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public const float BORDER_RADIUS = 2;
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public IEnumerable<SelectionBlueprint> SelectedBlueprints => selectedBlueprints;
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private readonly List<SelectionBlueprint> selectedBlueprints;
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public IEnumerable<HitObject> SelectedHitObjects => selectedBlueprints.Select(b => b.HitObject);
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private Drawable outline;
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[Resolved(CanBeNull = true)]
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protected EditorBeatmap EditorBeatmap { get; private set; }
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[Resolved(CanBeNull = true)]
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private IEditorChangeHandler changeHandler { get; set; }
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public SelectionHandler()
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{
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selectedBlueprints = new List<SelectionBlueprint>();
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RelativeSizeAxes = Axes.Both;
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AlwaysPresent = true;
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Alpha = 0;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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InternalChild = outline = new Container
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{
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Masking = true,
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BorderThickness = BORDER_RADIUS,
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BorderColour = colours.Yellow,
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Child = new Box
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{
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RelativeSizeAxes = Axes.Both,
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AlwaysPresent = true,
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Alpha = 0
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}
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};
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}
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#region User Input Handling
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/// <summary>
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/// Handles the selected <see cref="DrawableHitObject"/>s being moved.
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/// </summary>
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/// <remarks>
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/// Just returning true is enough to allow <see cref="HitObject.StartTime"/> updates to take place.
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/// Custom implementation is only required if other attributes are to be considered, like changing columns.
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/// </remarks>
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/// <param name="moveEvent">The move event.</param>
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/// <returns>
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/// Whether any <see cref="DrawableHitObject"/>s could be moved.
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/// Returning true will also propagate StartTime changes provided by the closest <see cref="IPositionSnapProvider.SnapScreenSpacePositionToValidTime"/>.
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/// </returns>
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public virtual bool HandleMovement(MoveSelectionEvent moveEvent) => true;
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public bool OnPressed(PlatformAction action)
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{
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switch (action.ActionMethod)
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{
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case PlatformActionMethod.Delete:
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deleteSelected();
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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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#endregion
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#region Selection Handling
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/// <summary>
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/// Bind an action to deselect all selected blueprints.
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/// </summary>
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internal Action DeselectAll { private get; set; }
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/// <summary>
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/// Handle a blueprint becoming selected.
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/// </summary>
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/// <param name="blueprint">The blueprint.</param>
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internal void HandleSelected(SelectionBlueprint blueprint)
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{
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selectedBlueprints.Add(blueprint);
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EditorBeatmap.SelectedHitObjects.Add(blueprint.HitObject);
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UpdateVisibility();
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}
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/// <summary>
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/// Handle a blueprint becoming deselected.
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/// </summary>
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/// <param name="blueprint">The blueprint.</param>
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internal void HandleDeselected(SelectionBlueprint blueprint)
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{
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selectedBlueprints.Remove(blueprint);
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EditorBeatmap.SelectedHitObjects.Remove(blueprint.HitObject);
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// We don't want to update visibility if > 0, since we may be deselecting blueprints during drag-selection
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if (selectedBlueprints.Count == 0)
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UpdateVisibility();
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}
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/// <summary>
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/// Handle a blueprint requesting selection.
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/// </summary>
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/// <param name="blueprint">The blueprint.</param>
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/// <param name="state">The input state at the point of selection.</param>
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internal void HandleSelectionRequested(SelectionBlueprint blueprint, InputState state)
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{
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if (state.Keyboard.ControlPressed)
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{
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if (blueprint.IsSelected)
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blueprint.Deselect();
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else
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blueprint.Select();
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}
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else
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{
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if (blueprint.IsSelected)
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return;
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DeselectAll?.Invoke();
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blueprint.Select();
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}
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}
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private void deleteSelected()
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{
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changeHandler?.BeginChange();
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foreach (var h in selectedBlueprints.ToList())
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EditorBeatmap?.Remove(h.HitObject);
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changeHandler?.EndChange();
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}
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#endregion
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#region Outline Display
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/// <summary>
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/// Updates whether this <see cref="SelectionHandler"/> is visible.
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/// </summary>
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internal void UpdateVisibility()
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{
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if (selectedBlueprints.Count > 0)
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Show();
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else
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Hide();
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}
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protected override void Update()
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{
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base.Update();
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if (selectedBlueprints.Count == 0)
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return;
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// Move the rectangle to cover the hitobjects
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var topLeft = new Vector2(float.MaxValue, float.MaxValue);
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var bottomRight = new Vector2(float.MinValue, float.MinValue);
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foreach (var blueprint in selectedBlueprints)
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{
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topLeft = Vector2.ComponentMin(topLeft, ToLocalSpace(blueprint.SelectionQuad.TopLeft));
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bottomRight = Vector2.ComponentMax(bottomRight, ToLocalSpace(blueprint.SelectionQuad.BottomRight));
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}
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topLeft -= new Vector2(5);
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bottomRight += new Vector2(5);
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outline.Size = bottomRight - topLeft;
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outline.Position = topLeft;
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}
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#endregion
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#region Sample Changes
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/// <summary>
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/// Adds a hit sample to all selected <see cref="HitObject"/>s.
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/// </summary>
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/// <param name="sampleName">The name of the hit sample.</param>
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public void AddHitSample(string sampleName)
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{
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changeHandler?.BeginChange();
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foreach (var h in SelectedHitObjects)
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{
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// Make sure there isn't already an existing sample
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if (h.Samples.Any(s => s.Name == sampleName))
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continue;
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h.Samples.Add(new HitSampleInfo { Name = sampleName });
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}
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changeHandler?.EndChange();
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}
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/// <summary>
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/// Removes a hit sample from all selected <see cref="HitObject"/>s.
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/// </summary>
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/// <param name="sampleName">The name of the hit sample.</param>
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public void RemoveHitSample(string sampleName)
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{
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changeHandler?.BeginChange();
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foreach (var h in SelectedHitObjects)
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h.SamplesBindable.RemoveAll(s => s.Name == sampleName);
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changeHandler?.EndChange();
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}
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#endregion
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#region Context Menu
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public MenuItem[] ContextMenuItems
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{
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get
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{
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if (!selectedBlueprints.Any(b => b.IsHovered))
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return Array.Empty<MenuItem>();
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var items = new List<MenuItem>();
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items.AddRange(GetContextMenuItemsForSelection(selectedBlueprints));
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if (selectedBlueprints.Count == 1)
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items.AddRange(selectedBlueprints[0].ContextMenuItems);
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items.AddRange(new[]
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{
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new OsuMenuItem("Sound")
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{
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Items = new[]
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{
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createHitSampleMenuItem("Whistle", HitSampleInfo.HIT_WHISTLE),
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createHitSampleMenuItem("Clap", HitSampleInfo.HIT_CLAP),
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createHitSampleMenuItem("Finish", HitSampleInfo.HIT_FINISH)
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}
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},
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new OsuMenuItem("Delete", MenuItemType.Destructive, deleteSelected),
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});
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return items.ToArray();
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}
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}
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/// <summary>
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/// Provide context menu items relevant to current selection. Calling base is not required.
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/// </summary>
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/// <param name="selection">The current selection.</param>
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/// <returns>The relevant menu items.</returns>
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protected virtual IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint> selection)
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=> Enumerable.Empty<MenuItem>();
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private MenuItem createHitSampleMenuItem(string name, string sampleName)
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{
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return new TernaryStateMenuItem(name, MenuItemType.Standard, setHitSampleState)
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{
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State = { Value = getHitSampleState() }
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};
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void setHitSampleState(TernaryState state)
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{
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switch (state)
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{
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case TernaryState.False:
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RemoveHitSample(sampleName);
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break;
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case TernaryState.True:
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AddHitSample(sampleName);
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break;
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}
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}
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TernaryState getHitSampleState()
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{
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int countExisting = SelectedHitObjects.Count(h => h.Samples.Any(s => s.Name == sampleName));
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if (countExisting == 0)
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return TernaryState.False;
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if (countExisting < SelectedHitObjects.Count())
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return TernaryState.Indeterminate;
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return TernaryState.True;
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}
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}
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#endregion
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}
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}
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