mirror of
https://github.com/ppy/osu.git
synced 2024-11-18 18:52:56 +08:00
184 lines
5.7 KiB
C#
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;
|
|
}
|
|
}
|
|
}
|