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osu-lazer/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs
2021-09-16 18:26:12 +09:00

526 lines
19 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 (var o in args.NewItems)
SelectionBlueprints.FirstOrDefault(b => b.Item == o)?.Select();
break;
case NotifyCollectionChangedAction.Remove:
foreach (var o in args.OldItems)
SelectionBlueprints.FirstOrDefault(b => b.Item == o)?.Deselect();
break;
}
};
SelectionHandler = CreateSelectionHandler();
SelectionHandler.DeselectAll = deselectAll;
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);
// even if a selection didn't occur, a drag event may still move the selection.
bool movementPossible = prepareSelectionMovement();
return selectionPerformed || (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)
{
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 (var 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
}
}