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70cf91fb40
Seek editor when hit objects are double clicked
450 lines
15 KiB
C#
450 lines
15 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 osu.Framework.Allocation;
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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.Events;
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using osu.Framework.Timing;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osuTK;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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public class BlueprintContainer : CompositeDrawable
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{
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public event Action<IEnumerable<HitObject>> SelectionChanged;
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private DragBox dragBox;
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private SelectionBlueprintContainer selectionBlueprints;
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private Container<PlacementBlueprint> placementBlueprintContainer;
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private PlacementBlueprint currentPlacement;
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private SelectionHandler selectionHandler;
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private InputManager inputManager;
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[Resolved]
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private IAdjustableClock adjustableClock { get; set; }
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[Resolved]
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private HitObjectComposer composer { get; set; }
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[Resolved]
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private IEditorBeatmap beatmap { get; set; }
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public 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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selectionHandler = composer.CreateSelectionHandler();
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selectionHandler.DeselectAll = deselectAll;
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InternalChildren = new[]
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{
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dragBox = new DragBox(select),
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selectionHandler,
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selectionBlueprints = new SelectionBlueprintContainer { RelativeSizeAxes = Axes.Both },
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placementBlueprintContainer = new Container<PlacementBlueprint> { RelativeSizeAxes = Axes.Both },
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dragBox.CreateProxy()
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};
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foreach (var obj in composer.HitObjects)
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addBlueprintFor(obj);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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beatmap.HitObjectAdded += addBlueprintFor;
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beatmap.HitObjectRemoved += removeBlueprintFor;
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inputManager = GetContainingInputManager();
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}
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private HitObjectCompositionTool currentTool;
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/// <summary>
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/// The current placement tool.
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/// </summary>
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public HitObjectCompositionTool CurrentTool
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{
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get => currentTool;
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set
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{
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if (currentTool == value)
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return;
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currentTool = value;
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refreshTool();
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}
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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beginClickSelection(e);
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return true;
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}
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protected override bool OnClick(ClickEvent e)
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{
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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 hitobject and should not trigger deselection
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if (endClickSelection() || selectionHandler.SelectedBlueprints.Any(b => b.IsHovered))
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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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SelectionBlueprint clickedBlueprint = selectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered);
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if (clickedBlueprint == null)
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return false;
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adjustableClock?.Seek(clickedBlueprint.DrawableObject.HitObject.StartTime);
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return true;
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}
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protected override bool 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(() => endClickSelection());
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return true;
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}
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protected override bool OnMouseMove(MouseMoveEvent e)
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{
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if (currentPlacement != null)
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{
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updatePlacementPosition(e.ScreenSpaceMousePosition);
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return true;
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}
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return base.OnMouseMove(e);
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}
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protected override bool OnDragStart(DragStartEvent e)
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{
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if (!beginSelectionMovement())
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{
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dragBox.UpdateDrag(e);
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dragBox.FadeIn(250, Easing.OutQuint);
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}
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return true;
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}
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protected override bool OnDrag(DragEvent e)
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{
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if (!moveCurrentSelection(e))
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dragBox.UpdateDrag(e);
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return true;
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}
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protected override bool OnDragEnd(DragEndEvent e)
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{
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if (!finishSelectionMovement())
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{
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dragBox.FadeOut(250, Easing.OutQuint);
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selectionHandler.UpdateVisibility();
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}
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return true;
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}
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protected override void Update()
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{
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base.Update();
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if (currentPlacement != null)
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{
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if (composer.CursorInPlacementArea)
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currentPlacement.State = PlacementState.Shown;
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else if (currentPlacement?.PlacementBegun == false)
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currentPlacement.State = PlacementState.Hidden;
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}
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}
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#region Blueprint Addition/Removal
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private void addBlueprintFor(HitObject hitObject)
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{
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var drawable = composer.HitObjects.FirstOrDefault(d => d.HitObject == hitObject);
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if (drawable == null)
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return;
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addBlueprintFor(drawable);
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}
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private void removeBlueprintFor(HitObject hitObject)
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{
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var blueprint = selectionBlueprints.Single(m => m.DrawableObject.HitObject == hitObject);
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if (blueprint == null)
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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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}
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private void addBlueprintFor(DrawableHitObject hitObject)
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{
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refreshTool();
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var blueprint = composer.CreateBlueprintFor(hitObject);
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if (blueprint == null)
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return;
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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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}
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#endregion
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#region Placement
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/// <summary>
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/// Refreshes the current placement tool.
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/// </summary>
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private void refreshTool()
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{
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placementBlueprintContainer.Clear();
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currentPlacement = null;
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var blueprint = CurrentTool?.CreatePlacementBlueprint();
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if (blueprint != null)
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{
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placementBlueprintContainer.Child = currentPlacement = blueprint;
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// Fixes a 1-frame position discrepancy due to the first mouse move event happening in the next frame
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updatePlacementPosition(inputManager.CurrentState.Mouse.Position);
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}
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}
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private void updatePlacementPosition(Vector2 screenSpacePosition)
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{
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Vector2 snappedGridPosition = composer.GetSnappedPosition(ToLocalSpace(screenSpacePosition), 0).position;
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Vector2 snappedScreenSpacePosition = ToScreenSpace(snappedGridPosition);
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currentPlacement.UpdatePosition(snappedScreenSpacePosition);
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}
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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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private void beginClickSelection(UIEvent e)
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{
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Debug.Assert(!clickSelectionBegan);
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// If a select blueprint is already hovered, disallow changes in selection.
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// Exception is made when holding control, as deselection should still be allowed.
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if (!e.CurrentState.Keyboard.ControlPressed &&
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selectionHandler.SelectedBlueprints.Any(s => s.IsHovered))
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return;
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foreach (SelectionBlueprint blueprint in selectionBlueprints.AliveBlueprints)
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{
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if (blueprint.IsHovered)
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{
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selectionHandler.HandleSelectionRequested(blueprint, e.CurrentState);
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clickSelectionBegan = true;
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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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/// Finishes the current blueprint selection.
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/// </summary>
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/// <returns>Whether a click selection was active.</returns>
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private bool endClickSelection()
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{
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if (!clickSelectionBegan)
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return false;
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clickSelectionBegan = false;
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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 select(RectangleF rect)
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{
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foreach (var blueprint in selectionBlueprints)
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{
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if (blueprint.IsAlive && blueprint.IsPresent && rect.Contains(blueprint.SelectionPoint))
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blueprint.Select();
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else
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blueprint.Deselect();
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}
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}
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/// <summary>
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/// Deselects all selected <see cref="SelectionBlueprint"/>s.
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/// </summary>
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private void deselectAll() => selectionHandler.SelectedBlueprints.ToList().ForEach(m => m.Deselect());
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private void onBlueprintSelected(SelectionBlueprint blueprint)
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{
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selectionHandler.HandleSelected(blueprint);
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selectionBlueprints.ChangeChildDepth(blueprint, 1);
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SelectionChanged?.Invoke(selectionHandler.SelectedHitObjects);
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}
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private void onBlueprintDeselected(SelectionBlueprint blueprint)
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{
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selectionHandler.HandleDeselected(blueprint);
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selectionBlueprints.ChangeChildDepth(blueprint, 0);
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SelectionChanged?.Invoke(selectionHandler.SelectedHitObjects);
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}
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#endregion
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#region Selection Movement
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private Vector2? screenSpaceMovementStartPosition;
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private SelectionBlueprint movementBlueprint;
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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 movement began.</returns>
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private bool beginSelectionMovement()
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{
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Debug.Assert(movementBlueprint == null);
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// Any selected blueprint that is hovered can begin the movement of the group, however only the earliest hitobject 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 hitobject, since it only makes sense to distance snap from that hitobject
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movementBlueprint = selectionHandler.SelectedBlueprints.OrderBy(b => b.DrawableObject.HitObject.StartTime).First();
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screenSpaceMovementStartPosition = movementBlueprint.DrawableObject.ToScreenSpace(movementBlueprint.DrawableObject.OriginPosition);
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return true;
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}
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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 (movementBlueprint == null)
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return false;
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Debug.Assert(screenSpaceMovementStartPosition != null);
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Vector2 startPosition = screenSpaceMovementStartPosition.Value;
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HitObject draggedObject = movementBlueprint.DrawableObject.HitObject;
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// The final movement position, relative to screenSpaceMovementStartPosition
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Vector2 movePosition = startPosition + e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
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(Vector2 snappedPosition, double snappedTime) = composer.GetSnappedPosition(ToLocalSpace(movePosition), draggedObject.StartTime);
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// Move the hitobjects
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if (!selectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprint, startPosition, ToScreenSpace(snappedPosition))))
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return true;
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// Apply the start time at the newly snapped-to position
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double offset = snappedTime - draggedObject.StartTime;
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foreach (HitObject obj in selectionHandler.SelectedHitObjects)
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obj.StartTime += offset;
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return true;
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}
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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 (movementBlueprint == null)
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return false;
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screenSpaceMovementStartPosition = null;
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movementBlueprint = null;
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return true;
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}
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#endregion
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (beatmap != null)
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{
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beatmap.HitObjectAdded -= addBlueprintFor;
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beatmap.HitObjectRemoved -= removeBlueprintFor;
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}
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}
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private class SelectionBlueprintContainer : Container<SelectionBlueprint>
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{
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public IEnumerable<SelectionBlueprint> AliveBlueprints => AliveInternalChildren.Cast<SelectionBlueprint>();
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protected override int Compare(Drawable x, Drawable y)
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{
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if (!(x is SelectionBlueprint xBlueprint) || !(y is SelectionBlueprint yBlueprint))
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return base.Compare(x, y);
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return Compare(xBlueprint, yBlueprint);
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}
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public int Compare(SelectionBlueprint x, SelectionBlueprint y)
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{
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// dpeth is used to denote selected status (we always want selected blueprints to handle input first).
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int d = x.Depth.CompareTo(y.Depth);
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if (d != 0)
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return d;
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// Put earlier hitobjects towards the end of the list, so they handle input first
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int i = y.DrawableObject.HitObject.StartTime.CompareTo(x.DrawableObject.HitObject.StartTime);
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return i == 0 ? CompareReverseChildID(x, y) : i;
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}
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}
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}
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}
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