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8b1202153a
Make timeline blueprints outside of TimelineBlueprint boundaries interactable
526 lines
19 KiB
C#
526 lines
19 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.Collections.Specialized;
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using System.Diagnostics;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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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.Primitives;
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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.Events;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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using osuTK;
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using osuTK.Input;
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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 container which provides a "blueprint" display of items.
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/// Includes selection and manipulation support via a <see cref="Components.SelectionHandler{T}"/>.
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/// </summary>
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public abstract class BlueprintContainer<T> : CompositeDrawable, IKeyBindingHandler<PlatformAction>
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where T : class
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{
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protected DragBox DragBox { get; private set; }
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public Container<SelectionBlueprint<T>> SelectionBlueprints { get; private set; }
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protected SelectionHandler<T> SelectionHandler { get; private set; }
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private readonly Dictionary<T, SelectionBlueprint<T>> blueprintMap = new Dictionary<T, SelectionBlueprint<T>>();
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[Resolved(canBeNull: true)]
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private IPositionSnapProvider snapProvider { get; set; }
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[Resolved(CanBeNull = true)]
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private IEditorChangeHandler changeHandler { get; set; }
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protected readonly BindableList<T> SelectedItems = new BindableList<T>();
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protected BlueprintContainer()
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{
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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SelectedItems.CollectionChanged += (selectedObjects, args) =>
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{
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switch (args.Action)
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{
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case NotifyCollectionChangedAction.Add:
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foreach (var o in args.NewItems)
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SelectionBlueprints.FirstOrDefault(b => b.Item == o)?.Select();
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break;
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case NotifyCollectionChangedAction.Remove:
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foreach (var o in args.OldItems)
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SelectionBlueprints.FirstOrDefault(b => b.Item == o)?.Deselect();
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break;
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}
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};
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SelectionHandler = CreateSelectionHandler();
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SelectionHandler.DeselectAll = deselectAll;
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AddRangeInternal(new[]
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{
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DragBox = CreateDragBox(selectBlueprintsFromDragRectangle),
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SelectionHandler,
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SelectionBlueprints = CreateSelectionBlueprintContainer(),
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SelectionHandler.CreateProxy(),
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DragBox.CreateProxy().With(p => p.Depth = float.MinValue)
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});
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}
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protected virtual Container<SelectionBlueprint<T>> CreateSelectionBlueprintContainer() => new Container<SelectionBlueprint<T>> { RelativeSizeAxes = Axes.Both };
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/// <summary>
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/// Creates a <see cref="Components.SelectionHandler{T}"/> which outlines items and handles movement of selections.
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/// </summary>
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protected abstract SelectionHandler<T> CreateSelectionHandler();
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/// <summary>
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/// Creates a <see cref="SelectionBlueprint{T}"/> for a specific item.
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/// </summary>
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/// <param name="item">The item to create the overlay for.</param>
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[CanBeNull]
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protected virtual SelectionBlueprint<T> CreateBlueprintFor(T item) => null;
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protected virtual DragBox CreateDragBox(Action<RectangleF> performSelect) => new DragBox(performSelect);
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/// <summary>
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/// Whether this component is in a state where items outside a drag selection should be deselected. If false, selection will only be added to.
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/// </summary>
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protected virtual bool AllowDeselectionDuringDrag => true;
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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bool selectionPerformed = performMouseDownActions(e);
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// even if a selection didn't occur, a drag event may still move the selection.
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bool movementPossible = prepareSelectionMovement();
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return selectionPerformed || (e.Button == MouseButton.Left && movementPossible);
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}
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protected SelectionBlueprint<T> ClickedBlueprint { get; private set; }
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protected override bool OnClick(ClickEvent e)
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{
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if (e.Button == MouseButton.Right)
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return false;
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// store for double-click handling
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ClickedBlueprint = SelectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered);
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// Deselection should only occur if no selected blueprints are hovered
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// A special case for when a blueprint was selected via this click is added since OnClick() may occur outside the item and should not trigger deselection
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if (endClickSelection(e) || ClickedBlueprint != null)
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return true;
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deselectAll();
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return true;
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}
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protected override bool OnDoubleClick(DoubleClickEvent e)
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{
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if (e.Button == MouseButton.Right)
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return false;
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// ensure the blueprint which was hovered for the first click is still the hovered blueprint.
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if (ClickedBlueprint == null || SelectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered) != ClickedBlueprint)
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return false;
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return true;
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}
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protected override void OnMouseUp(MouseUpEvent e)
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{
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// Special case for when a drag happened instead of a click
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Schedule(() =>
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{
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endClickSelection(e);
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clickSelectionBegan = false;
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isDraggingBlueprint = false;
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});
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finishSelectionMovement();
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}
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protected override bool OnDragStart(DragStartEvent e)
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{
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if (e.Button == MouseButton.Right)
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return false;
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if (movementBlueprints != null)
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{
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isDraggingBlueprint = true;
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changeHandler?.BeginChange();
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return true;
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}
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if (DragBox.HandleDrag(e))
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{
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DragBox.Show();
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return true;
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}
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return false;
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}
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protected override void OnDrag(DragEvent e)
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{
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if (e.Button == MouseButton.Right)
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return;
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if (DragBox.State == Visibility.Visible)
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DragBox.HandleDrag(e);
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moveCurrentSelection(e);
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}
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protected override void OnDragEnd(DragEndEvent e)
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{
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if (e.Button == MouseButton.Right)
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return;
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if (isDraggingBlueprint)
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{
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DragOperationCompleted();
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changeHandler?.EndChange();
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}
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if (DragBox.State == Visibility.Visible)
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DragBox.Hide();
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}
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/// <summary>
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/// Called whenever a drag operation completes, before any change transaction is committed.
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/// </summary>
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protected virtual void DragOperationCompleted()
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{
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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switch (e.Key)
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{
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case Key.Escape:
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if (!SelectionHandler.SelectedBlueprints.Any())
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return false;
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deselectAll();
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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 bool OnPressed(PlatformAction action)
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{
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switch (action)
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{
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case PlatformAction.SelectAll:
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SelectAll();
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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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#region Blueprint Addition/Removal
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protected virtual void AddBlueprintFor(T item)
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{
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if (blueprintMap.ContainsKey(item))
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return;
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var blueprint = CreateBlueprintFor(item);
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if (blueprint == null)
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return;
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blueprintMap[item] = blueprint;
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blueprint.Selected += OnBlueprintSelected;
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blueprint.Deselected += OnBlueprintDeselected;
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SelectionBlueprints.Add(blueprint);
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if (SelectionHandler.SelectedItems.Contains(item))
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blueprint.Select();
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OnBlueprintAdded(blueprint.Item);
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}
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protected void RemoveBlueprintFor(T item)
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{
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if (!blueprintMap.Remove(item, out var blueprint))
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return;
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blueprint.Deselect();
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blueprint.Selected -= OnBlueprintSelected;
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blueprint.Deselected -= OnBlueprintDeselected;
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SelectionBlueprints.Remove(blueprint);
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if (movementBlueprints?.Contains(blueprint) == true)
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finishSelectionMovement();
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OnBlueprintRemoved(blueprint.Item);
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}
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/// <summary>
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/// Called after an item's blueprint has been added.
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/// </summary>
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/// <param name="item">The item for which the blueprint has been added.</param>
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protected virtual void OnBlueprintAdded(T item)
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{
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}
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/// <summary>
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/// Called after an item's blueprint has been removed.
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/// </summary>
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/// <param name="item">The item for which the blueprint has been removed.</param>
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protected virtual void OnBlueprintRemoved(T item)
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{
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}
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/// <summary>
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/// Retrieves an item's blueprint.
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/// </summary>
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/// <param name="item">The item to retrieve the blueprint of.</param>
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/// <returns>The blueprint.</returns>
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protected SelectionBlueprint<T> GetBlueprintFor(T item) => blueprintMap[item];
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#endregion
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#region Selection
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/// <summary>
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/// Whether a blueprint was selected by a previous click event.
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/// </summary>
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private bool clickSelectionBegan;
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/// <summary>
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/// Attempts to select any hovered blueprints.
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/// </summary>
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/// <param name="e">The input event that triggered this selection.</param>
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/// <returns>Whether a selection was performed.</returns>
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private bool performMouseDownActions(MouseButtonEvent e)
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{
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// Iterate from the top of the input stack (blueprints closest to the front of the screen first).
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// Priority is given to already-selected blueprints.
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foreach (SelectionBlueprint<T> blueprint in SelectionBlueprints.AliveChildren.Reverse().OrderByDescending(b => b.IsSelected))
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{
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if (!blueprint.IsHovered) continue;
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return clickSelectionBegan = SelectionHandler.MouseDownSelectionRequested(blueprint, e);
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}
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return false;
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}
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/// <summary>
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/// Finishes the current blueprint selection.
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/// </summary>
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/// <param name="e">The mouse event which triggered end of selection.</param>
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/// <returns>Whether a click selection was active.</returns>
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private bool endClickSelection(MouseButtonEvent e)
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{
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if (!clickSelectionBegan && !isDraggingBlueprint)
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{
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// if a selection didn't occur, we may want to trigger a deselection.
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if (e.ControlPressed && e.Button == MouseButton.Left)
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{
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// Iterate from the top of the input stack (blueprints closest to the front of the screen first).
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// Priority is given to already-selected blueprints.
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foreach (SelectionBlueprint<T> blueprint in SelectionBlueprints.AliveChildren.Reverse().OrderByDescending(b => b.IsSelected))
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{
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if (!blueprint.IsHovered) continue;
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return clickSelectionBegan = SelectionHandler.MouseUpSelectionRequested(blueprint, e);
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}
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}
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return false;
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}
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return true;
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}
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/// <summary>
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/// Select all masks in a given rectangle selection area.
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/// </summary>
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/// <param name="rect">The rectangle to perform a selection on in screen-space coordinates.</param>
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private void selectBlueprintsFromDragRectangle(RectangleF rect)
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{
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foreach (var blueprint in SelectionBlueprints)
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{
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// only run when utmost necessary to avoid unnecessary rect computations.
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bool isValidForSelection() => blueprint.IsAlive && blueprint.IsPresent && rect.Contains(blueprint.ScreenSpaceSelectionPoint);
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switch (blueprint.State)
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{
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case SelectionState.NotSelected:
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if (isValidForSelection())
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blueprint.Select();
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break;
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case SelectionState.Selected:
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if (AllowDeselectionDuringDrag && !isValidForSelection())
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blueprint.Deselect();
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break;
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}
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}
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}
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/// <summary>
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/// Selects all <see cref="SelectionBlueprint{T}"/>s.
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/// </summary>
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protected virtual void SelectAll()
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{
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// Scheduled to allow the change in lifetime to take place.
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Schedule(() => SelectionBlueprints.ToList().ForEach(m => m.Select()));
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}
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/// <summary>
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/// Deselects all selected <see cref="SelectionBlueprint{T}"/>s.
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/// </summary>
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private void deselectAll() => SelectionHandler.SelectedBlueprints.ToList().ForEach(m => m.Deselect());
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protected virtual void OnBlueprintSelected(SelectionBlueprint<T> blueprint)
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{
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SelectionHandler.HandleSelected(blueprint);
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SelectionBlueprints.ChangeChildDepth(blueprint, 1);
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}
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protected virtual void OnBlueprintDeselected(SelectionBlueprint<T> blueprint)
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{
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SelectionBlueprints.ChangeChildDepth(blueprint, 0);
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SelectionHandler.HandleDeselected(blueprint);
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}
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#endregion
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#region Selection Movement
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private Vector2[] movementBlueprintOriginalPositions;
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private SelectionBlueprint<T>[] movementBlueprints;
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private bool isDraggingBlueprint;
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/// <summary>
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/// Attempts to begin the movement of any selected blueprints.
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/// </summary>
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/// <returns>Whether a movement is possible.</returns>
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private bool prepareSelectionMovement()
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{
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if (!SelectionHandler.SelectedBlueprints.Any())
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return false;
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// Any selected blueprint that is hovered can begin the movement of the group, however only the first item (according to SortForMovement) is used for movement.
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// A special case is added for when a click selection occurred before the drag
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if (!clickSelectionBegan && !SelectionHandler.SelectedBlueprints.Any(b => b.IsHovered))
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return false;
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// Movement is tracked from the blueprint of the earliest item, since it only makes sense to distance snap from that item
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movementBlueprints = SortForMovement(SelectionHandler.SelectedBlueprints).ToArray();
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movementBlueprintOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint).ToArray();
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return true;
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}
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/// <summary>
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/// Apply sorting of selected blueprints before performing movement. Generally used to surface the "main" item to the beginning of the collection.
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/// </summary>
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/// <param name="blueprints">The blueprints to be moved.</param>
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/// <returns>Sorted blueprints.</returns>
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protected virtual IEnumerable<SelectionBlueprint<T>> SortForMovement(IReadOnlyList<SelectionBlueprint<T>> blueprints) => blueprints;
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/// <summary>
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/// Moves the current selected blueprints.
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/// </summary>
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/// <param name="e">The <see cref="DragEvent"/> defining the movement event.</param>
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/// <returns>Whether a movement was active.</returns>
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private bool moveCurrentSelection(DragEvent e)
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{
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if (movementBlueprints == null)
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return false;
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Debug.Assert(movementBlueprintOriginalPositions != null);
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Vector2 distanceTravelled = e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
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if (snapProvider != null)
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{
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// check for positional snap for every object in selection (for things like object-object snapping)
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for (var i = 0; i < movementBlueprintOriginalPositions.Length; i++)
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{
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Vector2 originalPosition = movementBlueprintOriginalPositions[i];
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var testPosition = originalPosition + distanceTravelled;
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var positionalResult = snapProvider.SnapScreenSpacePositionToValidPosition(testPosition);
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if (positionalResult.ScreenSpacePosition == testPosition) continue;
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var delta = positionalResult.ScreenSpacePosition - movementBlueprints[i].ScreenSpaceSelectionPoint;
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// attempt to move the objects, and abort any time based snapping if we can.
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if (SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints[i], delta)))
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return true;
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}
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}
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// if no positional snapping could be performed, try unrestricted snapping from the earliest
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// item in the selection.
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// The final movement position, relative to movementBlueprintOriginalPosition.
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Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTravelled;
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// Retrieve a snapped position.
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var result = snapProvider?.SnapScreenSpacePositionToValidTime(movePosition);
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if (result == null)
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{
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return SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints.First(), movePosition - movementBlueprints.First().ScreenSpaceSelectionPoint));
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}
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return ApplySnapResult(movementBlueprints, result);
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}
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protected virtual bool ApplySnapResult(SelectionBlueprint<T>[] blueprints, SnapResult result) =>
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SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(blueprints.First(), result.ScreenSpacePosition - blueprints.First().ScreenSpaceSelectionPoint));
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/// <summary>
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/// Finishes the current movement of selected blueprints.
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/// </summary>
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/// <returns>Whether a movement was active.</returns>
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private bool finishSelectionMovement()
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{
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if (movementBlueprints == null)
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return false;
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movementBlueprintOriginalPositions = null;
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movementBlueprints = null;
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return true;
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}
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#endregion
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}
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}
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