mirror of
https://github.com/ppy/osu.git
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512 lines
18 KiB
C#
512 lines
18 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.Linq;
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using Humanizer;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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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.Cursor;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Audio;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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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.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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/// <summary>
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/// A component which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
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/// </summary>
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public class SelectionHandler : CompositeDrawable, IKeyBindingHandler<PlatformAction>, IHasContextMenu
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{
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public IEnumerable<SelectionBlueprint> SelectedBlueprints => selectedBlueprints;
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private readonly List<SelectionBlueprint> selectedBlueprints;
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public int SelectedCount => selectedBlueprints.Count;
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private Drawable content;
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private OsuSpriteText selectionDetailsText;
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protected SelectionBox SelectionBox { get; private set; }
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[Resolved]
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protected EditorBeatmap EditorBeatmap { get; private set; }
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[Resolved(CanBeNull = true)]
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protected IEditorChangeHandler ChangeHandler { get; private set; }
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public SelectionHandler()
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{
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selectedBlueprints = new List<SelectionBlueprint>();
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RelativeSizeAxes = Axes.Both;
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AlwaysPresent = true;
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Alpha = 0;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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createStateBindables();
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InternalChild = content = new Container
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{
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Children = new Drawable[]
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{
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// todo: should maybe be inside the SelectionBox?
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new Container
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{
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Name = "info text",
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AutoSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Box
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{
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Colour = colours.YellowDark,
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RelativeSizeAxes = Axes.Both,
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},
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selectionDetailsText = new OsuSpriteText
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{
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Padding = new MarginPadding(2),
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Colour = colours.Gray0,
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Font = OsuFont.Default.With(size: 11)
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}
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}
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},
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SelectionBox = CreateSelectionBox(),
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}
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};
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}
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public SelectionBox CreateSelectionBox()
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=> new SelectionBox
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{
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OperationStarted = OnOperationBegan,
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OperationEnded = OnOperationEnded,
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OnRotation = HandleRotation,
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OnScale = HandleScale,
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OnFlip = HandleFlip,
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OnReverse = HandleReverse,
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};
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/// <summary>
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/// Fired when a drag operation ends from the selection box.
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/// </summary>
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protected virtual void OnOperationBegan()
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{
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ChangeHandler?.BeginChange();
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}
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/// <summary>
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/// Fired when a drag operation begins from the selection box.
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/// </summary>
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protected virtual void OnOperationEnded()
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{
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ChangeHandler?.EndChange();
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}
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#region User Input Handling
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/// <summary>
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/// Handles the selected <see cref="DrawableHitObject"/>s being moved.
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/// </summary>
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/// <remarks>
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/// Just returning true is enough to allow <see cref="HitObject.StartTime"/> updates to take place.
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/// Custom implementation is only required if other attributes are to be considered, like changing columns.
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/// </remarks>
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/// <param name="moveEvent">The move event.</param>
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/// <returns>
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/// Whether any <see cref="DrawableHitObject"/>s could be moved.
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/// Returning true will also propagate StartTime changes provided by the closest <see cref="IPositionSnapProvider.SnapScreenSpacePositionToValidTime"/>.
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/// </returns>
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public virtual bool HandleMovement(MoveSelectionEvent moveEvent) => false;
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/// <summary>
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/// Handles the selected <see cref="DrawableHitObject"/>s being rotated.
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/// </summary>
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/// <param name="angle">The delta angle to apply to the selection.</param>
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/// <returns>Whether any <see cref="DrawableHitObject"/>s could be rotated.</returns>
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public virtual bool HandleRotation(float angle) => false;
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/// <summary>
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/// Handles the selected <see cref="DrawableHitObject"/>s being scaled.
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/// </summary>
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/// <param name="scale">The delta scale to apply, in playfield local coordinates.</param>
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/// <param name="anchor">The point of reference where the scale is originating from.</param>
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/// <returns>Whether any <see cref="DrawableHitObject"/>s could be scaled.</returns>
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public virtual bool HandleScale(Vector2 scale, Anchor anchor) => false;
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/// <summary>
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/// Handles the selected <see cref="DrawableHitObject"/>s being flipped.
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/// </summary>
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/// <param name="direction">The direction to flip</param>
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/// <returns>Whether any <see cref="DrawableHitObject"/>s could be flipped.</returns>
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public virtual bool HandleFlip(Direction direction) => false;
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/// <summary>
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/// Handles the selected <see cref="DrawableHitObject"/>s being reversed pattern-wise.
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/// </summary>
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/// <returns>Whether any <see cref="DrawableHitObject"/>s could be reversed.</returns>
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public virtual bool HandleReverse() => false;
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public bool OnPressed(PlatformAction action)
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{
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switch (action.ActionMethod)
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{
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case PlatformActionMethod.Delete:
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deleteSelected();
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return true;
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}
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return false;
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}
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public void OnReleased(PlatformAction action)
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{
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}
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#endregion
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#region Selection Handling
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/// <summary>
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/// Bind an action to deselect all selected blueprints.
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/// </summary>
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internal Action DeselectAll { private get; set; }
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/// <summary>
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/// Handle a blueprint becoming selected.
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/// </summary>
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/// <param name="blueprint">The blueprint.</param>
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internal void HandleSelected(SelectionBlueprint blueprint)
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{
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selectedBlueprints.Add(blueprint);
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// there are potentially multiple SelectionHandlers active, but we only want to add hitobjects to the selected list once.
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if (!EditorBeatmap.SelectedHitObjects.Contains(blueprint.HitObject))
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EditorBeatmap.SelectedHitObjects.Add(blueprint.HitObject);
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}
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/// <summary>
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/// Handle a blueprint becoming deselected.
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/// </summary>
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/// <param name="blueprint">The blueprint.</param>
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internal void HandleDeselected(SelectionBlueprint blueprint)
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{
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selectedBlueprints.Remove(blueprint);
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EditorBeatmap.SelectedHitObjects.Remove(blueprint.HitObject);
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}
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/// <summary>
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/// Handle a blueprint requesting selection.
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/// </summary>
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/// <param name="blueprint">The blueprint.</param>
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/// <param name="e">The mouse event responsible for selection.</param>
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/// <returns>Whether a selection was performed.</returns>
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internal bool HandleSelectionRequested(SelectionBlueprint blueprint, MouseButtonEvent e)
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{
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if (e.ShiftPressed && e.Button == MouseButton.Right)
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{
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handleQuickDeletion(blueprint);
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return false;
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}
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if (e.ControlPressed && e.Button == MouseButton.Left)
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blueprint.ToggleSelection();
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else
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ensureSelected(blueprint);
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return true;
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}
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private void handleQuickDeletion(SelectionBlueprint blueprint)
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{
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if (blueprint.HandleQuickDeletion())
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return;
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if (!blueprint.IsSelected)
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EditorBeatmap.Remove(blueprint.HitObject);
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else
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deleteSelected();
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}
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private void ensureSelected(SelectionBlueprint blueprint)
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{
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if (blueprint.IsSelected)
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return;
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DeselectAll?.Invoke();
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blueprint.Select();
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}
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private void deleteSelected()
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{
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EditorBeatmap.RemoveRange(selectedBlueprints.Select(b => b.HitObject));
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}
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#endregion
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#region Outline Display
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/// <summary>
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/// Updates whether this <see cref="SelectionHandler"/> is visible.
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/// </summary>
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private void updateVisibility()
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{
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int count = selectedBlueprints.Count;
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selectionDetailsText.Text = count > 0 ? count.ToString() : string.Empty;
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this.FadeTo(count > 0 ? 1 : 0);
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OnSelectionChanged();
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}
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/// <summary>
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/// Triggered whenever the set of selected objects changes.
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/// Should update the selection box's state to match supported operations.
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/// </summary>
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protected virtual void OnSelectionChanged()
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{
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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 (selectedBlueprints.Count == 0)
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return;
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// Move the rectangle to cover the hitobjects
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var topLeft = new Vector2(float.MaxValue, float.MaxValue);
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var bottomRight = new Vector2(float.MinValue, float.MinValue);
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foreach (var blueprint in selectedBlueprints)
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{
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topLeft = Vector2.ComponentMin(topLeft, ToLocalSpace(blueprint.SelectionQuad.TopLeft));
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bottomRight = Vector2.ComponentMax(bottomRight, ToLocalSpace(blueprint.SelectionQuad.BottomRight));
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}
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topLeft -= new Vector2(5);
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bottomRight += new Vector2(5);
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content.Size = bottomRight - topLeft;
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content.Position = topLeft;
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}
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#endregion
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#region Sample Changes
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/// <summary>
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/// Adds a hit sample to all selected <see cref="HitObject"/>s.
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/// </summary>
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/// <param name="sampleName">The name of the hit sample.</param>
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public void AddHitSample(string sampleName)
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{
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EditorBeatmap.BeginChange();
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foreach (var h in EditorBeatmap.SelectedHitObjects)
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{
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// Make sure there isn't already an existing sample
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if (h.Samples.Any(s => s.Name == sampleName))
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continue;
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h.Samples.Add(new HitSampleInfo(sampleName));
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}
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EditorBeatmap.EndChange();
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}
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/// <summary>
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/// Set the new combo state of all selected <see cref="HitObject"/>s.
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/// </summary>
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/// <param name="state">Whether to set or unset.</param>
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/// <exception cref="InvalidOperationException">Throws if any selected object doesn't implement <see cref="IHasComboInformation"/></exception>
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public void SetNewCombo(bool state)
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{
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EditorBeatmap.BeginChange();
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foreach (var h in EditorBeatmap.SelectedHitObjects)
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{
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var comboInfo = h as IHasComboInformation;
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if (comboInfo == null || comboInfo.NewCombo == state) continue;
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comboInfo.NewCombo = state;
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EditorBeatmap.Update(h);
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}
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EditorBeatmap.EndChange();
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}
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/// <summary>
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/// Removes a hit sample from all selected <see cref="HitObject"/>s.
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/// </summary>
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/// <param name="sampleName">The name of the hit sample.</param>
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public void RemoveHitSample(string sampleName)
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{
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EditorBeatmap.BeginChange();
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foreach (var h in EditorBeatmap.SelectedHitObjects)
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h.SamplesBindable.RemoveAll(s => s.Name == sampleName);
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EditorBeatmap.EndChange();
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}
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#endregion
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#region Selection State
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/// <summary>
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/// The state of "new combo" for all selected hitobjects.
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/// </summary>
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public readonly Bindable<TernaryState> SelectionNewComboState = new Bindable<TernaryState>();
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/// <summary>
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/// The state of each sample type for all selected hitobjects. Keys match with <see cref="HitSampleInfo"/> constant specifications.
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/// </summary>
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public readonly Dictionary<string, Bindable<TernaryState>> SelectionSampleStates = new Dictionary<string, Bindable<TernaryState>>();
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/// <summary>
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/// Set up ternary state bindables and bind them to selection/hitobject changes (in both directions)
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/// </summary>
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private void createStateBindables()
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{
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foreach (var sampleName in HitSampleInfo.AllAdditions)
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{
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var bindable = new Bindable<TernaryState>
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{
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Description = sampleName.Replace("hit", string.Empty).Titleize()
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};
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bindable.ValueChanged += state =>
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{
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switch (state.NewValue)
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{
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case TernaryState.False:
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RemoveHitSample(sampleName);
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break;
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case TernaryState.True:
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AddHitSample(sampleName);
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break;
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}
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};
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SelectionSampleStates[sampleName] = bindable;
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}
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// new combo
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SelectionNewComboState.ValueChanged += state =>
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{
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switch (state.NewValue)
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{
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case TernaryState.False:
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SetNewCombo(false);
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break;
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case TernaryState.True:
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SetNewCombo(true);
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break;
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}
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};
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// bring in updates from selection changes
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EditorBeatmap.HitObjectUpdated += _ => Scheduler.AddOnce(UpdateTernaryStates);
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EditorBeatmap.SelectedHitObjects.CollectionChanged += (sender, args) =>
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{
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Scheduler.AddOnce(updateVisibility);
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Scheduler.AddOnce(UpdateTernaryStates);
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};
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}
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/// <summary>
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/// Called when context menu ternary states may need to be recalculated (selection changed or hitobject updated).
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/// </summary>
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protected virtual void UpdateTernaryStates()
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{
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SelectionNewComboState.Value = GetStateFromSelection(EditorBeatmap.SelectedHitObjects.OfType<IHasComboInformation>(), h => h.NewCombo);
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foreach (var (sampleName, bindable) in SelectionSampleStates)
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{
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bindable.Value = GetStateFromSelection(EditorBeatmap.SelectedHitObjects, h => h.Samples.Any(s => s.Name == sampleName));
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}
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}
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/// <summary>
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/// Given a selection target and a function of truth, retrieve the correct ternary state for display.
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/// </summary>
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protected TernaryState GetStateFromSelection<T>(IEnumerable<T> selection, Func<T, bool> func)
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{
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if (selection.Any(func))
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return selection.All(func) ? TernaryState.True : TernaryState.Indeterminate;
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return TernaryState.False;
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}
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#endregion
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#region Context Menu
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public MenuItem[] ContextMenuItems
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{
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get
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{
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if (!selectedBlueprints.Any(b => b.IsHovered))
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return Array.Empty<MenuItem>();
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var items = new List<MenuItem>();
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items.AddRange(GetContextMenuItemsForSelection(selectedBlueprints));
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if (selectedBlueprints.All(b => b.HitObject is IHasComboInformation))
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{
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items.Add(new TernaryStateMenuItem("New combo") { State = { BindTarget = SelectionNewComboState } });
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}
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if (selectedBlueprints.Count == 1)
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items.AddRange(selectedBlueprints[0].ContextMenuItems);
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items.AddRange(new[]
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{
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new OsuMenuItem("Sound")
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{
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Items = SelectionSampleStates.Select(kvp =>
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new TernaryStateMenuItem(kvp.Value.Description) { State = { BindTarget = kvp.Value } }).ToArray()
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},
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new OsuMenuItem("Delete", MenuItemType.Destructive, deleteSelected),
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});
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return items.ToArray();
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}
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}
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/// <summary>
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/// Provide context menu items relevant to current selection. Calling base is not required.
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/// </summary>
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/// <param name="selection">The current selection.</param>
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/// <returns>The relevant menu items.</returns>
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protected virtual IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint> selection)
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=> Enumerable.Empty<MenuItem>();
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#endregion
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}
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}
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