1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-15 23:23:04 +08:00
osu-lazer/osu.Game/Screens/Edit/Compose/Components/SelectionHandler.cs
2021-05-02 06:21:14 +03:00

377 lines
13 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.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Edit;
using osuTK;
using osuTK.Input;
namespace osu.Game.Screens.Edit.Compose.Components
{
/// <summary>
/// A component which outlines items and handles movement of selections.
/// </summary>
public abstract class SelectionHandler<T> : CompositeDrawable, IKeyBindingHandler<PlatformAction>, IHasContextMenu
{
/// <summary>
/// The currently selected blueprints.
/// Should be used when operations are dealing directly with the visible blueprints.
/// For more general selection operations, use <see cref="SelectedItems"/> instead.
/// </summary>
public IReadOnlyList<SelectionBlueprint<T>> SelectedBlueprints => selectedBlueprints;
/// <summary>
/// The currently selected items.
/// </summary>
public readonly BindableList<T> SelectedItems = new BindableList<T>();
private readonly List<SelectionBlueprint<T>> selectedBlueprints;
private Drawable content;
private OsuSpriteText selectionDetailsText;
protected SelectionBox SelectionBox { get; private set; }
[Resolved(CanBeNull = true)]
protected IEditorChangeHandler ChangeHandler { get; private set; }
protected SelectionHandler()
{
selectedBlueprints = new List<SelectionBlueprint<T>>();
RelativeSizeAxes = Axes.Both;
AlwaysPresent = true;
Alpha = 0;
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
InternalChild = content = new Container
{
Children = new Drawable[]
{
// todo: should maybe be inside the SelectionBox?
new Container
{
Name = "info text",
AutoSizeAxes = Axes.Both,
Children = new Drawable[]
{
new Box
{
Colour = colours.YellowDark,
RelativeSizeAxes = Axes.Both,
},
selectionDetailsText = new OsuSpriteText
{
Padding = new MarginPadding(2),
Colour = colours.Gray0,
Font = OsuFont.Default.With(size: 11)
}
}
},
SelectionBox = CreateSelectionBox(),
}
};
SelectedItems.CollectionChanged += (sender, args) =>
{
Scheduler.AddOnce(updateVisibility);
};
}
public SelectionBox CreateSelectionBox()
=> new SelectionBox
{
OperationStarted = OnOperationBegan,
OperationEnded = OnOperationEnded,
OnRotation = HandleRotation,
OnScale = HandleScale,
OnFlip = HandleFlip,
OnReverse = HandleReverse,
};
/// <summary>
/// Fired when a drag operation ends from the selection box.
/// </summary>
protected virtual void OnOperationBegan()
{
ChangeHandler?.BeginChange();
}
/// <summary>
/// Fired when a drag operation begins from the selection box.
/// </summary>
protected virtual void OnOperationEnded()
{
ChangeHandler?.EndChange();
}
#region User Input Handling
/// <summary>
/// Handles the selected items being moved.
/// </summary>
/// <remarks>
/// Just returning true is enough to allow default movement to take place.
/// Custom implementation is only required if other attributes are to be considered, like changing columns.
/// </remarks>
/// <param name="moveEvent">The move event.</param>
/// <returns>
/// Whether any items could be moved.
/// </returns>
public virtual bool HandleMovement(MoveSelectionEvent<T> moveEvent) => false;
/// <summary>
/// Handles the selected items being rotated.
/// </summary>
/// <param name="angle">The delta angle to apply to the selection.</param>
/// <returns>Whether any items could be rotated.</returns>
public virtual bool HandleRotation(float angle) => false;
/// <summary>
/// Handles the selected items being scaled.
/// </summary>
/// <param name="scale">The delta scale to apply, in local coordinates.</param>
/// <param name="anchor">The point of reference where the scale is originating from.</param>
/// <returns>Whether any items could be scaled.</returns>
public virtual bool HandleScale(Vector2 scale, Anchor anchor) => false;
/// <summary>
/// Handles the selected items being flipped.
/// </summary>
/// <param name="direction">The direction to flip</param>
/// <returns>Whether any items could be flipped.</returns>
public virtual bool HandleFlip(Direction direction) => false;
/// <summary>
/// Handles the selected items being reversed pattern-wise.
/// </summary>
/// <returns>Whether any items could be reversed.</returns>
public virtual bool HandleReverse() => false;
public bool OnPressed(PlatformAction action)
{
switch (action.ActionMethod)
{
case PlatformActionMethod.Delete:
DeleteSelected();
return true;
}
return false;
}
public void OnReleased(PlatformAction action)
{
}
#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 virtual void HandleSelected(SelectionBlueprint<T> blueprint)
{
// there are potentially multiple SelectionHandlers active, but we only want to add items to the selected list once.
if (!SelectedItems.Contains(blueprint.Item))
SelectedItems.Add(blueprint.Item);
selectedBlueprints.Add(blueprint);
}
/// <summary>
/// Handle a blueprint becoming deselected.
/// </summary>
/// <param name="blueprint">The blueprint.</param>
internal virtual void HandleDeselected(SelectionBlueprint<T> blueprint)
{
SelectedItems.Remove(blueprint.Item);
selectedBlueprints.Remove(blueprint);
}
/// <summary>
/// Handle a blueprint requesting selection.
/// </summary>
/// <param name="blueprint">The blueprint.</param>
/// <param name="e">The mouse event responsible for selection.</param>
/// <returns>Whether a selection was performed.</returns>
internal bool MouseDownSelectionRequested(SelectionBlueprint<T> blueprint, MouseButtonEvent e)
{
if (e.ShiftPressed && e.Button == MouseButton.Right)
{
handleQuickDeletion(blueprint);
return true;
}
// while holding control, we only want to add to selection, not replace an existing selection.
if (e.ControlPressed && e.Button == MouseButton.Left && !blueprint.IsSelected)
{
blueprint.ToggleSelection();
return true;
}
return ensureSelected(blueprint);
}
/// <summary>
/// Handle a blueprint requesting selection.
/// </summary>
/// <param name="blueprint">The blueprint.</param>
/// <param name="e">The mouse event responsible for deselection.</param>
/// <returns>Whether a deselection was performed.</returns>
internal bool MouseUpSelectionRequested(SelectionBlueprint<T> blueprint, MouseButtonEvent e)
{
if (blueprint.IsSelected)
{
blueprint.ToggleSelection();
return true;
}
return false;
}
private void handleQuickDeletion(SelectionBlueprint<T> blueprint)
{
if (blueprint.HandleQuickDeletion())
return;
if (!blueprint.IsSelected)
DeleteItems(new[] { blueprint.Item });
else
DeleteSelected();
}
/// <summary>
/// Called whenever the deletion of items has been requested.
/// </summary>
/// <param name="items">The items to be deleted.</param>
protected abstract void DeleteItems(IEnumerable<T> items);
/// <summary>
/// Ensure the blueprint is in a selected state.
/// </summary>
/// <param name="blueprint">The blueprint to select.</param>
/// <returns>Whether selection state was changed.</returns>
private bool ensureSelected(SelectionBlueprint<T> blueprint)
{
if (blueprint.IsSelected)
return false;
DeselectAll?.Invoke();
blueprint.Select();
return true;
}
protected void DeleteSelected()
{
DeleteItems(selectedBlueprints.Select(b => b.Item));
}
#endregion
#region Outline Display
/// <summary>
/// Updates whether this <see cref="SelectionHandler{T}"/> is visible.
/// </summary>
private void updateVisibility()
{
int count = SelectedItems.Count;
selectionDetailsText.Text = count > 0 ? count.ToString() : string.Empty;
this.FadeTo(count > 0 ? 1 : 0);
OnSelectionChanged();
}
/// <summary>
/// Triggered whenever the set of selected items changes.
/// Should update the selection box's state to match supported operations.
/// </summary>
protected virtual void OnSelectionChanged()
{
}
protected override void Update()
{
base.Update();
if (selectedBlueprints.Count == 0)
return;
// Move the rectangle to cover the items
RectangleF selectionRect = ToLocalSpace(selectedBlueprints[0].SelectionQuad).AABBFloat;
for (int i = 1; i < selectedBlueprints.Count; i++)
selectionRect = RectangleF.Union(selectionRect, ToLocalSpace(selectedBlueprints[i].SelectionQuad).AABBFloat);
selectionRect = selectionRect.Inflate(5f);
content.Position = selectionRect.Location;
content.Size = selectionRect.Size;
}
#endregion
#region Context Menu
public MenuItem[] ContextMenuItems
{
get
{
if (!SelectedBlueprints.Any(b => b.IsHovered))
return Array.Empty<MenuItem>();
var items = new List<MenuItem>();
items.AddRange(GetContextMenuItemsForSelection(SelectedBlueprints));
if (SelectedBlueprints.Count == 1)
items.AddRange(SelectedBlueprints[0].ContextMenuItems);
items.Add(new OsuMenuItem("Delete", MenuItemType.Destructive, DeleteSelected));
return items.ToArray();
}
}
/// <summary>
/// Provide context menu items relevant to current selection. Calling base is not required.
/// </summary>
/// <param name="selection">The current selection.</param>
/// <returns>The relevant menu items.</returns>
protected virtual IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint<T>> selection)
=> Enumerable.Empty<MenuItem>();
#endregion
}
}