mirror of
https://github.com/ppy/osu.git
synced 2024-11-14 11:37:52 +08:00
68aedd63a7
Until now it was up to each implementation to connect `BlueprintContainer` to its `SelectionHandler`, which didn't make much sense at all.
539 lines
20 KiB
C#
539 lines
20 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.Collections.Specialized;
|
|
using System.Diagnostics;
|
|
using System.Linq;
|
|
using JetBrains.Annotations;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Graphics.Primitives;
|
|
using osu.Framework.Input;
|
|
using osu.Framework.Input.Bindings;
|
|
using osu.Framework.Input.Events;
|
|
using osu.Game.Graphics.UserInterface;
|
|
using osu.Game.Rulesets.Edit;
|
|
using osuTK;
|
|
using osuTK.Input;
|
|
|
|
namespace osu.Game.Screens.Edit.Compose.Components
|
|
{
|
|
/// <summary>
|
|
/// A container which provides a "blueprint" display of items.
|
|
/// Includes selection and manipulation support via a <see cref="Components.SelectionHandler{T}"/>.
|
|
/// </summary>
|
|
public abstract class BlueprintContainer<T> : CompositeDrawable, IKeyBindingHandler<PlatformAction>
|
|
where T : class
|
|
{
|
|
protected DragBox DragBox { get; private set; }
|
|
|
|
public Container<SelectionBlueprint<T>> SelectionBlueprints { get; private set; }
|
|
|
|
protected SelectionHandler<T> SelectionHandler { get; private set; }
|
|
|
|
private readonly Dictionary<T, SelectionBlueprint<T>> blueprintMap = new Dictionary<T, SelectionBlueprint<T>>();
|
|
|
|
[Resolved(canBeNull: true)]
|
|
private IPositionSnapProvider snapProvider { get; set; }
|
|
|
|
[Resolved(CanBeNull = true)]
|
|
private IEditorChangeHandler changeHandler { get; set; }
|
|
|
|
protected readonly BindableList<T> SelectedItems = new BindableList<T>();
|
|
|
|
protected BlueprintContainer()
|
|
{
|
|
RelativeSizeAxes = Axes.Both;
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load()
|
|
{
|
|
SelectedItems.CollectionChanged += (selectedObjects, args) =>
|
|
{
|
|
switch (args.Action)
|
|
{
|
|
case NotifyCollectionChangedAction.Add:
|
|
foreach (object o in args.NewItems)
|
|
SelectionBlueprints.FirstOrDefault(b => b.Item == o)?.Select();
|
|
|
|
break;
|
|
|
|
case NotifyCollectionChangedAction.Remove:
|
|
foreach (object o in args.OldItems)
|
|
SelectionBlueprints.FirstOrDefault(b => b.Item == o)?.Deselect();
|
|
|
|
break;
|
|
}
|
|
};
|
|
|
|
SelectionHandler = CreateSelectionHandler();
|
|
SelectionHandler.DeselectAll = deselectAll;
|
|
SelectionHandler.SelectedItems.BindTo(SelectedItems);
|
|
|
|
AddRangeInternal(new[]
|
|
{
|
|
DragBox = CreateDragBox(selectBlueprintsFromDragRectangle),
|
|
SelectionHandler,
|
|
SelectionBlueprints = CreateSelectionBlueprintContainer(),
|
|
SelectionHandler.CreateProxy(),
|
|
DragBox.CreateProxy().With(p => p.Depth = float.MinValue)
|
|
});
|
|
}
|
|
|
|
protected virtual Container<SelectionBlueprint<T>> CreateSelectionBlueprintContainer() => new Container<SelectionBlueprint<T>> { RelativeSizeAxes = Axes.Both };
|
|
|
|
/// <summary>
|
|
/// Creates a <see cref="Components.SelectionHandler{T}"/> which outlines items and handles movement of selections.
|
|
/// </summary>
|
|
protected abstract SelectionHandler<T> CreateSelectionHandler();
|
|
|
|
/// <summary>
|
|
/// Creates a <see cref="SelectionBlueprint{T}"/> for a specific item.
|
|
/// </summary>
|
|
/// <param name="item">The item to create the overlay for.</param>
|
|
[CanBeNull]
|
|
protected virtual SelectionBlueprint<T> CreateBlueprintFor(T item) => null;
|
|
|
|
protected virtual DragBox CreateDragBox(Action<RectangleF> performSelect) => new DragBox(performSelect);
|
|
|
|
/// <summary>
|
|
/// Whether this component is in a state where items outside a drag selection should be deselected. If false, selection will only be added to.
|
|
/// </summary>
|
|
protected virtual bool AllowDeselectionDuringDrag => true;
|
|
|
|
protected override bool OnMouseDown(MouseDownEvent e)
|
|
{
|
|
bool selectionPerformed = performMouseDownActions(e);
|
|
bool movementPossible = prepareSelectionMovement();
|
|
|
|
// check if selection has occurred
|
|
if (selectionPerformed)
|
|
{
|
|
// only unmodified right click should show context menu
|
|
bool shouldShowContextMenu = e.Button == MouseButton.Right && !e.ShiftPressed && !e.AltPressed && !e.SuperPressed;
|
|
|
|
// stop propagation if not showing context menu
|
|
return !shouldShowContextMenu;
|
|
}
|
|
|
|
// even if a selection didn't occur, a drag event may still move the selection.
|
|
return e.Button == MouseButton.Left && movementPossible;
|
|
}
|
|
|
|
protected SelectionBlueprint<T> ClickedBlueprint { get; private set; }
|
|
|
|
protected override bool OnClick(ClickEvent e)
|
|
{
|
|
if (e.Button == MouseButton.Right)
|
|
return false;
|
|
|
|
// store for double-click handling
|
|
ClickedBlueprint = SelectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered);
|
|
|
|
// Deselection should only occur if no selected blueprints are hovered
|
|
// 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
|
|
if (endClickSelection(e) || ClickedBlueprint != null)
|
|
return true;
|
|
|
|
deselectAll();
|
|
return true;
|
|
}
|
|
|
|
protected override bool OnDoubleClick(DoubleClickEvent e)
|
|
{
|
|
if (e.Button == MouseButton.Right)
|
|
return false;
|
|
|
|
// ensure the blueprint which was hovered for the first click is still the hovered blueprint.
|
|
if (ClickedBlueprint == null || SelectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered) != ClickedBlueprint)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
protected override void OnMouseUp(MouseUpEvent e)
|
|
{
|
|
// Special case for when a drag happened instead of a click
|
|
Schedule(() =>
|
|
{
|
|
endClickSelection(e);
|
|
clickSelectionBegan = false;
|
|
isDraggingBlueprint = false;
|
|
});
|
|
|
|
finishSelectionMovement();
|
|
}
|
|
|
|
protected override bool OnDragStart(DragStartEvent e)
|
|
{
|
|
if (e.Button == MouseButton.Right)
|
|
return false;
|
|
|
|
if (movementBlueprints != null)
|
|
{
|
|
isDraggingBlueprint = true;
|
|
changeHandler?.BeginChange();
|
|
return true;
|
|
}
|
|
|
|
if (DragBox.HandleDrag(e))
|
|
{
|
|
DragBox.Show();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
protected override void OnDrag(DragEvent e)
|
|
{
|
|
if (e.Button == MouseButton.Right)
|
|
return;
|
|
|
|
if (DragBox.State == Visibility.Visible)
|
|
DragBox.HandleDrag(e);
|
|
|
|
moveCurrentSelection(e);
|
|
}
|
|
|
|
protected override void OnDragEnd(DragEndEvent e)
|
|
{
|
|
if (e.Button == MouseButton.Right)
|
|
return;
|
|
|
|
if (isDraggingBlueprint)
|
|
{
|
|
DragOperationCompleted();
|
|
changeHandler?.EndChange();
|
|
}
|
|
|
|
if (DragBox.State == Visibility.Visible)
|
|
DragBox.Hide();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called whenever a drag operation completes, before any change transaction is committed.
|
|
/// </summary>
|
|
protected virtual void DragOperationCompleted()
|
|
{
|
|
}
|
|
|
|
protected override bool OnKeyDown(KeyDownEvent e)
|
|
{
|
|
switch (e.Key)
|
|
{
|
|
case Key.Escape:
|
|
if (!SelectionHandler.SelectedBlueprints.Any())
|
|
return false;
|
|
|
|
deselectAll();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public bool OnPressed(KeyBindingPressEvent<PlatformAction> e)
|
|
{
|
|
if (e.Repeat)
|
|
return false;
|
|
|
|
switch (e.Action)
|
|
{
|
|
case PlatformAction.SelectAll:
|
|
SelectAll();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void OnReleased(KeyBindingReleaseEvent<PlatformAction> e)
|
|
{
|
|
}
|
|
|
|
#region Blueprint Addition/Removal
|
|
|
|
protected virtual void AddBlueprintFor(T item)
|
|
{
|
|
if (blueprintMap.ContainsKey(item))
|
|
return;
|
|
|
|
var blueprint = CreateBlueprintFor(item);
|
|
if (blueprint == null)
|
|
return;
|
|
|
|
blueprintMap[item] = blueprint;
|
|
|
|
blueprint.Selected += OnBlueprintSelected;
|
|
blueprint.Deselected += OnBlueprintDeselected;
|
|
|
|
SelectionBlueprints.Add(blueprint);
|
|
|
|
if (SelectionHandler.SelectedItems.Contains(item))
|
|
blueprint.Select();
|
|
|
|
OnBlueprintAdded(blueprint.Item);
|
|
}
|
|
|
|
protected void RemoveBlueprintFor(T item)
|
|
{
|
|
if (!blueprintMap.Remove(item, out var blueprint))
|
|
return;
|
|
|
|
blueprint.Deselect();
|
|
blueprint.Selected -= OnBlueprintSelected;
|
|
blueprint.Deselected -= OnBlueprintDeselected;
|
|
|
|
SelectionBlueprints.Remove(blueprint);
|
|
|
|
if (movementBlueprints?.Contains(blueprint) == true)
|
|
finishSelectionMovement();
|
|
|
|
OnBlueprintRemoved(blueprint.Item);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called after an item's blueprint has been added.
|
|
/// </summary>
|
|
/// <param name="item">The item for which the blueprint has been added.</param>
|
|
protected virtual void OnBlueprintAdded(T item)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called after an item's blueprint has been removed.
|
|
/// </summary>
|
|
/// <param name="item">The item for which the blueprint has been removed.</param>
|
|
protected virtual void OnBlueprintRemoved(T item)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Retrieves an item's blueprint.
|
|
/// </summary>
|
|
/// <param name="item">The item to retrieve the blueprint of.</param>
|
|
/// <returns>The blueprint.</returns>
|
|
protected SelectionBlueprint<T> GetBlueprintFor(T item) => blueprintMap[item];
|
|
|
|
#endregion
|
|
|
|
#region Selection
|
|
|
|
/// <summary>
|
|
/// Whether a blueprint was selected by a previous click event.
|
|
/// </summary>
|
|
private bool clickSelectionBegan;
|
|
|
|
/// <summary>
|
|
/// Attempts to select any hovered blueprints.
|
|
/// </summary>
|
|
/// <param name="e">The input event that triggered this selection.</param>
|
|
/// <returns>Whether a selection was performed.</returns>
|
|
private bool performMouseDownActions(MouseButtonEvent e)
|
|
{
|
|
// Iterate from the top of the input stack (blueprints closest to the front of the screen first).
|
|
// Priority is given to already-selected blueprints.
|
|
foreach (SelectionBlueprint<T> blueprint in SelectionBlueprints.AliveChildren.Reverse().OrderByDescending(b => b.IsSelected))
|
|
{
|
|
if (!blueprint.IsHovered) continue;
|
|
|
|
return clickSelectionBegan = SelectionHandler.MouseDownSelectionRequested(blueprint, e);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finishes the current blueprint selection.
|
|
/// </summary>
|
|
/// <param name="e">The mouse event which triggered end of selection.</param>
|
|
/// <returns>Whether a click selection was active.</returns>
|
|
private bool endClickSelection(MouseButtonEvent e)
|
|
{
|
|
if (!clickSelectionBegan && !isDraggingBlueprint)
|
|
{
|
|
// if a selection didn't occur, we may want to trigger a deselection.
|
|
if (e.ControlPressed && e.Button == MouseButton.Left)
|
|
{
|
|
// Iterate from the top of the input stack (blueprints closest to the front of the screen first).
|
|
// Priority is given to already-selected blueprints.
|
|
foreach (SelectionBlueprint<T> blueprint in SelectionBlueprints.AliveChildren.Reverse().OrderByDescending(b => b.IsSelected))
|
|
{
|
|
if (!blueprint.IsHovered) continue;
|
|
|
|
return clickSelectionBegan = SelectionHandler.MouseUpSelectionRequested(blueprint, e);
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Select all masks in a given rectangle selection area.
|
|
/// </summary>
|
|
/// <param name="rect">The rectangle to perform a selection on in screen-space coordinates.</param>
|
|
private void selectBlueprintsFromDragRectangle(RectangleF rect)
|
|
{
|
|
foreach (var blueprint in SelectionBlueprints)
|
|
{
|
|
// only run when utmost necessary to avoid unnecessary rect computations.
|
|
bool isValidForSelection() => blueprint.IsAlive && blueprint.IsPresent && rect.Contains(blueprint.ScreenSpaceSelectionPoint);
|
|
|
|
switch (blueprint.State)
|
|
{
|
|
case SelectionState.NotSelected:
|
|
if (isValidForSelection())
|
|
blueprint.Select();
|
|
break;
|
|
|
|
case SelectionState.Selected:
|
|
if (AllowDeselectionDuringDrag && !isValidForSelection())
|
|
blueprint.Deselect();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Selects all <see cref="SelectionBlueprint{T}"/>s.
|
|
/// </summary>
|
|
protected virtual void SelectAll()
|
|
{
|
|
// Scheduled to allow the change in lifetime to take place.
|
|
Schedule(() => SelectionBlueprints.ToList().ForEach(m => m.Select()));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Deselects all selected <see cref="SelectionBlueprint{T}"/>s.
|
|
/// </summary>
|
|
private void deselectAll() => SelectionHandler.SelectedBlueprints.ToList().ForEach(m => m.Deselect());
|
|
|
|
protected virtual void OnBlueprintSelected(SelectionBlueprint<T> blueprint)
|
|
{
|
|
SelectionHandler.HandleSelected(blueprint);
|
|
SelectionBlueprints.ChangeChildDepth(blueprint, 1);
|
|
}
|
|
|
|
protected virtual void OnBlueprintDeselected(SelectionBlueprint<T> blueprint)
|
|
{
|
|
SelectionBlueprints.ChangeChildDepth(blueprint, 0);
|
|
SelectionHandler.HandleDeselected(blueprint);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Selection Movement
|
|
|
|
private Vector2[] movementBlueprintOriginalPositions;
|
|
private SelectionBlueprint<T>[] movementBlueprints;
|
|
private bool isDraggingBlueprint;
|
|
|
|
/// <summary>
|
|
/// Attempts to begin the movement of any selected blueprints.
|
|
/// </summary>
|
|
/// <returns>Whether a movement is possible.</returns>
|
|
private bool prepareSelectionMovement()
|
|
{
|
|
if (!SelectionHandler.SelectedBlueprints.Any())
|
|
return false;
|
|
|
|
// 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.
|
|
// A special case is added for when a click selection occurred before the drag
|
|
if (!clickSelectionBegan && !SelectionHandler.SelectedBlueprints.Any(b => b.IsHovered))
|
|
return false;
|
|
|
|
// Movement is tracked from the blueprint of the earliest item, since it only makes sense to distance snap from that item
|
|
movementBlueprints = SortForMovement(SelectionHandler.SelectedBlueprints).ToArray();
|
|
movementBlueprintOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint).ToArray();
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Apply sorting of selected blueprints before performing movement. Generally used to surface the "main" item to the beginning of the collection.
|
|
/// </summary>
|
|
/// <param name="blueprints">The blueprints to be moved.</param>
|
|
/// <returns>Sorted blueprints.</returns>
|
|
protected virtual IEnumerable<SelectionBlueprint<T>> SortForMovement(IReadOnlyList<SelectionBlueprint<T>> blueprints) => blueprints;
|
|
|
|
/// <summary>
|
|
/// Moves the current selected blueprints.
|
|
/// </summary>
|
|
/// <param name="e">The <see cref="DragEvent"/> defining the movement event.</param>
|
|
/// <returns>Whether a movement was active.</returns>
|
|
private bool moveCurrentSelection(DragEvent e)
|
|
{
|
|
if (movementBlueprints == null)
|
|
return false;
|
|
|
|
Debug.Assert(movementBlueprintOriginalPositions != null);
|
|
|
|
Vector2 distanceTravelled = e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
|
|
|
|
if (snapProvider != null)
|
|
{
|
|
// check for positional snap for every object in selection (for things like object-object snapping)
|
|
for (int i = 0; i < movementBlueprintOriginalPositions.Length; i++)
|
|
{
|
|
Vector2 originalPosition = movementBlueprintOriginalPositions[i];
|
|
var testPosition = originalPosition + distanceTravelled;
|
|
|
|
var positionalResult = snapProvider.SnapScreenSpacePositionToValidPosition(testPosition);
|
|
|
|
if (positionalResult.ScreenSpacePosition == testPosition) continue;
|
|
|
|
var delta = positionalResult.ScreenSpacePosition - movementBlueprints[i].ScreenSpaceSelectionPoint;
|
|
|
|
// attempt to move the objects, and abort any time based snapping if we can.
|
|
if (SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints[i], delta)))
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// if no positional snapping could be performed, try unrestricted snapping from the earliest
|
|
// item in the selection.
|
|
|
|
// The final movement position, relative to movementBlueprintOriginalPosition.
|
|
Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTravelled;
|
|
|
|
// Retrieve a snapped position.
|
|
var result = snapProvider?.SnapScreenSpacePositionToValidTime(movePosition);
|
|
|
|
if (result == null)
|
|
{
|
|
return SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints.First(), movePosition - movementBlueprints.First().ScreenSpaceSelectionPoint));
|
|
}
|
|
|
|
return ApplySnapResult(movementBlueprints, result);
|
|
}
|
|
|
|
protected virtual bool ApplySnapResult(SelectionBlueprint<T>[] blueprints, SnapResult result) =>
|
|
SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(blueprints.First(), result.ScreenSpacePosition - blueprints.First().ScreenSpaceSelectionPoint));
|
|
|
|
/// <summary>
|
|
/// Finishes the current movement of selected blueprints.
|
|
/// </summary>
|
|
/// <returns>Whether a movement was active.</returns>
|
|
private bool finishSelectionMovement()
|
|
{
|
|
if (movementBlueprints == null)
|
|
return false;
|
|
|
|
movementBlueprintOriginalPositions = null;
|
|
movementBlueprints = null;
|
|
|
|
return true;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|