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125 lines
4.8 KiB
C#
125 lines
4.8 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.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.Input.Events;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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internal class TimelineSelectionHandler : EditorSelectionHandler
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{
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[Resolved]
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private Timeline timeline { get; set; }
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => timeline.ScreenSpaceDrawQuad.Contains(screenSpacePos);
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// for now we always allow movement. snapping is provided by the Timeline's "distance" snap implementation
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public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent) => true;
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public override bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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switch (e.Action)
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{
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case GlobalAction.EditorNudgeLeft:
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nudgeSelection(-1);
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return true;
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case GlobalAction.EditorNudgeRight:
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nudgeSelection(1);
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return true;
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}
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return base.OnPressed(e);
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}
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/// <summary>
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/// Nudge the current selection by the specified multiple of beat divisor lengths,
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/// based on the timing at the first object in the selection.
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/// </summary>
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/// <param name="amount">The direction and count of beat divisor lengths to adjust.</param>
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private void nudgeSelection(int amount)
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{
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var selected = EditorBeatmap.SelectedHitObjects;
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if (selected.Count == 0)
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return;
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var timingPoint = EditorBeatmap.ControlPointInfo.TimingPointAt(selected.First().StartTime);
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double adjustment = timingPoint.BeatLength / EditorBeatmap.BeatDivisor * amount;
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EditorBeatmap.PerformOnSelection(h =>
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{
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h.StartTime += adjustment;
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EditorBeatmap.Update(h);
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});
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}
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/// <summary>
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/// The "pivot" object, used in range selection mode.
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/// When in range selection, the range to select is determined by the pivot object
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/// (last existing object interacted with prior to holding down Shift)
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/// and by the object clicked last when Shift was pressed.
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/// </summary>
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[CanBeNull]
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private HitObject pivot;
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internal override bool MouseDownSelectionRequested(SelectionBlueprint<HitObject> blueprint, MouseButtonEvent e)
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{
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if (e.ShiftPressed && e.Button == MouseButton.Left && pivot != null)
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{
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handleRangeSelection(blueprint, e.ControlPressed);
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return true;
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}
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bool result = base.MouseDownSelectionRequested(blueprint, e);
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// ensure that the object wasn't removed by the base implementation before making it the new pivot.
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if (EditorBeatmap.HitObjects.Contains(blueprint.Item))
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pivot = blueprint.Item;
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return result;
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}
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/// <summary>
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/// Handles a request for range selection (triggered when Shift is held down).
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/// </summary>
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/// <param name="blueprint">The blueprint which was clicked in range selection mode.</param>
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/// <param name="cumulative">
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/// Whether the selection should be cumulative.
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/// In cumulative mode, consecutive range selections will shift the pivot (which usually stays fixed for the duration of a range selection)
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/// and will never deselect an object that was previously selected.
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/// </param>
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private void handleRangeSelection(SelectionBlueprint<HitObject> blueprint, bool cumulative)
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{
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var clickedObject = blueprint.Item;
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Debug.Assert(pivot != null);
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double rangeStart = Math.Min(clickedObject.StartTime, pivot.StartTime);
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double rangeEnd = Math.Max(clickedObject.GetEndTime(), pivot.GetEndTime());
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var newSelection = new HashSet<HitObject>(EditorBeatmap.HitObjects.Where(obj => isInRange(obj, rangeStart, rangeEnd)));
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if (cumulative)
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{
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pivot = clickedObject;
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newSelection.UnionWith(EditorBeatmap.SelectedHitObjects);
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}
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EditorBeatmap.SelectedHitObjects.Clear();
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EditorBeatmap.SelectedHitObjects.AddRange(newSelection);
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bool isInRange(HitObject hitObject, double start, double end)
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=> hitObject.StartTime >= start && hitObject.GetEndTime() <= end;
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}
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}
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}
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