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142 lines
4.9 KiB
C#
142 lines
4.9 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 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.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Screens.Edit.Components.Timelines.Summary.Parts;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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internal class TimelineBlueprintContainer : BlueprintContainer
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{
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[Resolved(CanBeNull = true)]
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private Timeline timeline { get; set; }
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private DragEvent lastDragEvent;
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public TimelineBlueprintContainer()
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{
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RelativeSizeAxes = Axes.Both;
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Height = 0.4f;
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AddInternal(new Box
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{
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Colour = Color4.Black,
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RelativeSizeAxes = Axes.Both,
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Alpha = 0.1f,
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});
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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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DragBox.Alpha = 0;
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}
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protected override Container<SelectionBlueprint> CreateSelectionBlueprintContainer() => new TimelineSelectionBlueprintContainer { RelativeSizeAxes = Axes.Both };
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protected override void OnDrag(DragEvent e)
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{
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if (timeline != null)
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{
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var timelineQuad = timeline.ScreenSpaceDrawQuad;
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var mouseX = e.ScreenSpaceMousePosition.X;
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// scroll if in a drag and dragging outside visible extents
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if (mouseX > timelineQuad.TopRight.X)
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timeline.ScrollBy((float)((mouseX - timelineQuad.TopRight.X) / 10 * Clock.ElapsedFrameTime));
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else if (mouseX < timelineQuad.TopLeft.X)
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timeline.ScrollBy((float)((mouseX - timelineQuad.TopLeft.X) / 10 * Clock.ElapsedFrameTime));
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}
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base.OnDrag(e);
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lastDragEvent = e;
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}
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protected override void OnDragEnd(DragEndEvent e)
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{
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base.OnDragEnd(e);
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lastDragEvent = null;
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}
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protected override void Update()
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{
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// trigger every frame so drags continue to update selection while playback is scrolling the timeline.
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if (IsDragged)
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OnDrag(lastDragEvent);
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base.Update();
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}
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protected override SelectionHandler CreateSelectionHandler() => new TimelineSelectionHandler();
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protected override SelectionBlueprint CreateBlueprintFor(HitObject hitObject) => new TimelineHitObjectBlueprint(hitObject);
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protected override DragBox CreateDragBox(Action<RectangleF> performSelect) => new TimelineDragBox(performSelect);
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internal class TimelineSelectionHandler : SelectionHandler
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{
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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 moveEvent) => true;
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}
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private class TimelineDragBox : DragBox
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{
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private Vector2 lastMouseDown;
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private float localMouseDown;
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public TimelineDragBox(Action<RectangleF> performSelect)
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: base(performSelect)
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{
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}
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protected override Drawable CreateBox() => new Box
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{
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RelativeSizeAxes = Axes.Y,
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Alpha = 0.3f
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};
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public override bool HandleDrag(MouseButtonEvent e)
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{
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// store the original position of the mouse down, as we may be scrolled during selection.
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if (lastMouseDown != e.ScreenSpaceMouseDownPosition)
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{
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lastMouseDown = e.ScreenSpaceMouseDownPosition;
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localMouseDown = e.MouseDownPosition.X;
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}
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float selection1 = localMouseDown;
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float selection2 = e.MousePosition.X;
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Box.X = Math.Min(selection1, selection2);
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Box.Width = Math.Abs(selection1 - selection2);
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PerformSelection?.Invoke(Box.ScreenSpaceDrawQuad.AABBFloat);
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return true;
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}
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}
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protected class TimelineSelectionBlueprintContainer : Container<SelectionBlueprint>
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{
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protected override Container<SelectionBlueprint> Content { get; }
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public TimelineSelectionBlueprintContainer()
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{
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AddInternal(new TimelinePart<SelectionBlueprint>(Content = new Container<SelectionBlueprint> { RelativeSizeAxes = Axes.Both }) { RelativeSizeAxes = Axes.Both });
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}
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}
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}
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}
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