1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-18 18:52:56 +08:00
osu-lazer/osu.Game/Screens/Edit/Compose/Components/SelectionHandler.cs
2019-04-25 17:36:17 +09:00

184 lines
5.7 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 System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Events;
using osu.Framework.Input.States;
using osu.Game.Graphics;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
using osuTK.Input;
namespace osu.Game.Screens.Edit.Compose.Components
{
/// <summary>
/// A component which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
/// </summary>
public class SelectionHandler : CompositeDrawable
{
public const float BORDER_RADIUS = 2;
protected IEnumerable<SelectionBlueprint> SelectedBlueprints => selectedBlueprints;
private readonly List<SelectionBlueprint> selectedBlueprints;
protected IEnumerable<HitObject> SelectedHitObjects => selectedBlueprints.Select(b => b.HitObject.HitObject);
private Drawable outline;
[Resolved]
private IPlacementHandler placementHandler { get; set; }
public SelectionHandler()
{
selectedBlueprints = new List<SelectionBlueprint>();
RelativeSizeAxes = Axes.Both;
AlwaysPresent = true;
Alpha = 0;
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
InternalChild = outline = new Container
{
Masking = true,
BorderThickness = BORDER_RADIUS,
BorderColour = colours.Yellow,
Child = new Box
{
RelativeSizeAxes = Axes.Both,
AlwaysPresent = true,
Alpha = 0
}
};
}
#region User Input Handling
/// <summary>
/// Handles the selected <see cref="DrawableHitObject"/>s being dragged.
/// </summary>
/// <param name="blueprint">The <see cref="SelectionBlueprint"/> that received the drag event.</param>
/// <param name="dragEvent">The drag event.</param>
public virtual void HandleDrag(SelectionBlueprint blueprint, DragEvent dragEvent)
{
}
protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.Repeat)
return base.OnKeyDown(e);
switch (e.Key)
{
case Key.Delete:
foreach (var h in selectedBlueprints.ToList())
placementHandler.Delete(h.HitObject.HitObject);
return true;
}
return base.OnKeyDown(e);
}
#endregion
#region Selection Handling
/// <summary>
/// Bind an action to deselect all selected blueprints.
/// </summary>
internal Action DeselectAll { private get; set; }
/// <summary>
/// Handle a blueprint becoming selected.
/// </summary>
/// <param name="blueprint">The blueprint.</param>
internal void HandleSelected(SelectionBlueprint blueprint) => selectedBlueprints.Add(blueprint);
/// <summary>
/// Handle a blueprint becoming deselected.
/// </summary>
/// <param name="blueprint">The blueprint.</param>
internal void HandleDeselected(SelectionBlueprint blueprint)
{
selectedBlueprints.Remove(blueprint);
// We don't want to update visibility if > 0, since we may be deselecting blueprints during drag-selection
if (selectedBlueprints.Count == 0)
UpdateVisibility();
}
/// <summary>
/// Handle a blueprint requesting selection.
/// </summary>
/// <param name="blueprint">The blueprint.</param>
/// <param name="state">The input state at the point of selection.</param>
internal void HandleSelectionRequested(SelectionBlueprint blueprint, InputState state)
{
if (state.Keyboard.ControlPressed)
{
if (blueprint.IsSelected)
blueprint.Deselect();
else
blueprint.Select();
}
else
{
if (blueprint.IsSelected)
return;
DeselectAll?.Invoke();
blueprint.Select();
}
UpdateVisibility();
}
#endregion
/// <summary>
/// Updates whether this <see cref="SelectionHandler"/> is visible.
/// </summary>
internal void UpdateVisibility()
{
if (selectedBlueprints.Count > 0)
Show();
else
Hide();
}
protected override void Update()
{
base.Update();
if (selectedBlueprints.Count == 0)
return;
// Move the rectangle to cover the hitobjects
var topLeft = new Vector2(float.MaxValue, float.MaxValue);
var bottomRight = new Vector2(float.MinValue, float.MinValue);
foreach (var blueprint in selectedBlueprints)
{
topLeft = Vector2.ComponentMin(topLeft, ToLocalSpace(blueprint.SelectionQuad.TopLeft));
bottomRight = Vector2.ComponentMax(bottomRight, ToLocalSpace(blueprint.SelectionQuad.BottomRight));
}
topLeft -= new Vector2(5);
bottomRight += new Vector2(5);
outline.Size = bottomRight - topLeft;
outline.Position = topLeft;
}
}
}