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osu-lazer/osu.Game/Rulesets/Edit/SelectionBlueprint.cs
2023-10-30 15:10:10 +09:00

163 lines
5.8 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.
#nullable disable
using System;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Graphics.UserInterface;
using osuTK;
namespace osu.Game.Rulesets.Edit
{
/// <summary>
/// A blueprint placed above a displaying item adding editing functionality.
/// </summary>
public abstract partial class SelectionBlueprint<T> : CompositeDrawable, IStateful<SelectionState>
{
public readonly T Item;
/// <summary>
/// Invoked when this <see cref="SelectionBlueprint{T}"/> has been selected.
/// </summary>
public event Action<SelectionBlueprint<T>> Selected;
/// <summary>
/// Invoked when this <see cref="SelectionBlueprint{T}"/> has been deselected.
/// </summary>
public event Action<SelectionBlueprint<T>> Deselected;
public override bool HandlePositionalInput => IsSelectable;
public override bool RemoveWhenNotAlive => false;
protected SelectionBlueprint(T item)
{
Item = item;
RelativeSizeAxes = Axes.Both;
AlwaysPresent = true;
}
protected override void LoadComplete()
{
base.LoadComplete();
updateState();
}
private SelectionState state;
[CanBeNull]
public event Action<SelectionState> StateChanged;
public SelectionState State
{
get => state;
set
{
if (state == value)
return;
state = value;
if (IsLoaded)
updateState();
StateChanged?.Invoke(state);
}
}
private void updateState()
{
switch (state)
{
case SelectionState.Selected:
OnSelected();
Selected?.Invoke(this);
break;
case SelectionState.NotSelected:
OnDeselected();
Deselected?.Invoke(this);
break;
}
}
protected virtual void OnDeselected()
{
// selection blueprints are AlwaysPresent while the related item is visible
// set the body piece's alpha directly to avoid arbitrarily rendering frame buffers etc. of children.
foreach (var d in InternalChildren)
d.Hide();
}
protected virtual void OnSelected()
{
foreach (var d in InternalChildren)
d.Show();
}
// When not selected, input is only required for the blueprint itself to receive IsHovering
protected override bool ShouldBeConsideredForInput(Drawable child) => State == SelectionState.Selected;
/// <summary>
/// Selects this <see cref="SelectionBlueprint{T}"/>, causing it to become visible.
/// </summary>
public void Select() => State = SelectionState.Selected;
/// <summary>
/// Deselects this <see cref="HitObjectSelectionBlueprint"/>, causing it to become invisible.
/// </summary>
public void Deselect() => State = SelectionState.NotSelected;
/// <summary>
/// Toggles the selection state of this <see cref="HitObjectSelectionBlueprint"/>.
/// </summary>
public void ToggleSelection() => State = IsSelected ? SelectionState.NotSelected : SelectionState.Selected;
public bool IsSelected => State == SelectionState.Selected;
/// <summary>
/// The <see cref="MenuItem"/>s to be displayed in the context menu for this <see cref="HitObjectSelectionBlueprint"/>.
/// </summary>
public virtual MenuItem[] ContextMenuItems => Array.Empty<MenuItem>();
/// <summary>
/// Whether the <see cref="SelectionBlueprint{T}"/> can be currently selected via a click or a drag box.
/// </summary>
public virtual bool IsSelectable => ShouldBeAlive && IsPresent;
/// <summary>
/// The screen-space main point that causes this <see cref="HitObjectSelectionBlueprint"/> to be selected via a drag.
/// </summary>
public virtual Vector2 ScreenSpaceSelectionPoint => ScreenSpaceDrawQuad.Centre;
/// <summary>
/// Any points that should be used for snapping purposes in addition to <see cref="ScreenSpaceSelectionPoint"/>. Exposed via <see cref="ScreenSpaceSnapPoints"/>.
/// </summary>
protected virtual Vector2[] ScreenSpaceAdditionalNodes => Array.Empty<Vector2>();
/// <summary>
/// The screen-space collection of base points on this <see cref="HitObjectSelectionBlueprint"/> that other objects can be snapped to.
/// The first element of this collection is <see cref="ScreenSpaceSelectionPoint"/>
/// </summary>
public Vector2[] ScreenSpaceSnapPoints => ScreenSpaceAdditionalNodes.Prepend(ScreenSpaceSelectionPoint).ToArray();
/// <summary>
/// The screen-space quad that outlines this <see cref="HitObjectSelectionBlueprint"/> for selections.
/// </summary>
public virtual Quad SelectionQuad => ScreenSpaceDrawQuad;
/// <summary>
/// Handle to perform a partial deletion when the user requests a quick delete (Shift+Right Click).
/// </summary>
/// <returns>True if the deletion operation was handled by this blueprint. Returning false will delete the full blueprint.</returns>
public virtual bool HandleQuickDeletion() => false;
}
}