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osu-lazer/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineHitObjectDisplay.cs
2020-01-23 14:30:08 +09:00

200 lines
6.8 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 osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Screens.Edit.Components.Timelines.Summary.Parts;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Screens.Edit.Compose.Components.Timeline
{
internal class TimelineHitObjectDisplay : BlueprintContainer
{
private DragEvent lastDragEvent;
public TimelineHitObjectDisplay(EditorBeatmap beatmap)
{
RelativeSizeAxes = Axes.Both;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
Height = 0.4f;
AddInternal(new Box
{
Colour = Color4.Black,
RelativeSizeAxes = Axes.Both,
Alpha = 0.1f,
});
}
protected override SelectionBlueprintContainer CreateSelectionBlueprintContainer() => new TimelineSelectionBlueprintContainer { RelativeSizeAxes = Axes.Both };
protected override void LoadComplete()
{
base.LoadComplete();
DragBox.Alpha = 0;
}
protected override bool OnDrag(DragEvent e)
{
lastDragEvent = e;
return base.OnDrag(e);
}
protected override void Update()
{
// trigger every frame so drags continue to update selection while playback is scrolling the timeline.
if (IsDragged)
OnDrag(lastDragEvent);
base.Update();
}
protected override SelectionBlueprint CreateBlueprintFor(HitObject hitObject) => new TimelineHitObjectBlueprint(hitObject);
protected override DragBox CreateDragBox(Action<RectangleF> performSelect) => new TimelineDragBox(performSelect);
private class TimelineDragBox : DragBox
{
private Vector2 lastMouseDown;
private float localMouseDown;
public TimelineDragBox(Action<RectangleF> performSelect)
: base(performSelect)
{
}
protected override Drawable CreateBox() => new Box
{
RelativeSizeAxes = Axes.Y,
Alpha = 0.3f
};
public override bool UpdateDrag(MouseButtonEvent e)
{
// store the original position of the mouse down, as we may be scrolled during selection.
if (lastMouseDown != e.ScreenSpaceMouseDownPosition)
{
lastMouseDown = e.ScreenSpaceMouseDownPosition;
localMouseDown = e.MouseDownPosition.X;
}
float selection1 = localMouseDown;
float selection2 = e.MousePosition.X;
Box.X = Math.Min(selection1, selection2);
Box.Width = Math.Abs(selection1 - selection2);
PerformSelection?.Invoke(Box.ScreenSpaceDrawQuad.AABBFloat);
return true;
}
}
protected class TimelineSelectionBlueprintContainer : SelectionBlueprintContainer
{
protected override Container<SelectionBlueprint> Content { get; }
public TimelineSelectionBlueprintContainer()
{
AddInternal(new TimelinePart<SelectionBlueprint>(Content = new Container<SelectionBlueprint> { RelativeSizeAxes = Axes.Both }) { RelativeSizeAxes = Axes.Both });
}
}
private class TimelineHitObjectBlueprint : SelectionBlueprint
{
private readonly Circle circle;
private readonly Container extensionBar;
public const float THICKNESS = 3;
private const float circle_size = 16;
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => base.ReceivePositionalInputAt(screenSpacePos) || circle.ReceivePositionalInputAt(screenSpacePos);
public TimelineHitObjectBlueprint(HitObject hitObject)
: base(hitObject)
{
Anchor = Anchor.CentreLeft;
Origin = Anchor.CentreLeft;
Width = (float)(hitObject.GetEndTime() - hitObject.StartTime);
X = (float)hitObject.StartTime;
RelativePositionAxes = Axes.X;
RelativeSizeAxes = Axes.X;
AutoSizeAxes = Axes.Y;
if (hitObject is IHasEndTime)
{
AddInternal(extensionBar = new Container
{
CornerRadius = 2,
Masking = true,
Size = new Vector2(1, THICKNESS),
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
RelativePositionAxes = Axes.X,
RelativeSizeAxes = Axes.X,
Colour = Color4.Black,
Child = new Box
{
RelativeSizeAxes = Axes.Both,
}
});
}
AddInternal(circle = new Circle
{
Size = new Vector2(circle_size),
Anchor = Anchor.CentreLeft,
Origin = Anchor.Centre,
RelativePositionAxes = Axes.X,
AlwaysPresent = true,
Colour = Color4.White,
BorderColour = Color4.Black,
BorderThickness = THICKNESS,
});
}
protected override void OnSelected()
{
circle.BorderColour = Color4.Orange;
if (extensionBar != null)
extensionBar.Colour = Color4.Orange;
}
protected override void OnDeselected()
{
circle.BorderColour = Color4.Black;
if (extensionBar != null)
extensionBar.Colour = Color4.Black;
}
public override Quad SelectionQuad
{
get
{
// correctly include the circle in the selection quad region, as it is usually outside the blueprint itself.
var circleQuad = circle.ScreenSpaceDrawQuad;
var actualQuad = ScreenSpaceDrawQuad;
return new Quad(circleQuad.TopLeft, Vector2.ComponentMax(actualQuad.TopRight, circleQuad.TopRight),
circleQuad.BottomLeft, Vector2.ComponentMax(actualQuad.BottomRight, circleQuad.BottomRight));
}
}
}
}
}