mirror of
https://github.com/ppy/osu.git
synced 2024-12-16 10:23:04 +08:00
957a0686ed
They got too big.
66 lines
2.2 KiB
C#
66 lines
2.2 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.Linq;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Input.Bindings;
|
|
using osu.Game.Input.Bindings;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Screens.Edit.Compose.Components.Timeline
|
|
{
|
|
internal class TimelineSelectionHandler : EditorSelectionHandler, IKeyBindingHandler<GlobalAction>
|
|
{
|
|
[Resolved]
|
|
private Timeline timeline { get; set; }
|
|
|
|
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => timeline.ScreenSpaceDrawQuad.Contains(screenSpacePos);
|
|
|
|
// for now we always allow movement. snapping is provided by the Timeline's "distance" snap implementation
|
|
public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent) => true;
|
|
|
|
public bool OnPressed(GlobalAction action)
|
|
{
|
|
switch (action)
|
|
{
|
|
case GlobalAction.EditorNudgeLeft:
|
|
nudgeSelection(-1);
|
|
return true;
|
|
|
|
case GlobalAction.EditorNudgeRight:
|
|
nudgeSelection(1);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void OnReleased(GlobalAction action)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Nudge the current selection by the specified multiple of beat divisor lengths,
|
|
/// based on the timing at the first object in the selection.
|
|
/// </summary>
|
|
/// <param name="amount">The direction and count of beat divisor lengths to adjust.</param>
|
|
private void nudgeSelection(int amount)
|
|
{
|
|
var selected = EditorBeatmap.SelectedHitObjects;
|
|
|
|
if (selected.Count == 0)
|
|
return;
|
|
|
|
var timingPoint = EditorBeatmap.ControlPointInfo.TimingPointAt(selected.First().StartTime);
|
|
double adjustment = timingPoint.BeatLength / EditorBeatmap.BeatDivisor * amount;
|
|
|
|
EditorBeatmap.PerformOnSelection(h =>
|
|
{
|
|
h.StartTime += adjustment;
|
|
EditorBeatmap.Update(h);
|
|
});
|
|
}
|
|
}
|
|
}
|