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osu-lazer/osu.Game/Rulesets/Edit/SelectionBlueprint.cs

153 lines
5.0 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 osu.Framework;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Input.Events;
using osu.Framework.Input.States;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
namespace osu.Game.Rulesets.Edit
{
/// <summary>
/// A blueprint placed above a <see cref="DrawableHitObject"/> adding editing functionality.
/// </summary>
public abstract class SelectionBlueprint : CompositeDrawable, IStateful<SelectionState>
{
/// <summary>
/// Invoked when this <see cref="SelectionBlueprint"/> has been selected.
/// </summary>
public event Action<SelectionBlueprint> Selected;
/// <summary>
/// Invoked when this <see cref="SelectionBlueprint"/> has been deselected.
/// </summary>
public event Action<SelectionBlueprint> Deselected;
/// <summary>
/// Invoked when this <see cref="SelectionBlueprint"/> has requested selection.
/// Will fire even if already selected. Does not actually perform selection.
/// </summary>
public event Action<SelectionBlueprint, InputState> SelectionRequested;
/// <summary>
/// Invoked when this <see cref="SelectionBlueprint"/> has requested drag.
/// </summary>
public event Action<SelectionBlueprint, DragEvent> DragRequested;
/// <summary>
/// The <see cref="DrawableHitObject"/> which this <see cref="SelectionBlueprint"/> applies to.
/// </summary>
public readonly DrawableHitObject HitObject;
protected override bool ShouldBeAlive => (HitObject.IsAlive && HitObject.IsPresent) || State == SelectionState.Selected;
public override bool HandlePositionalInput => ShouldBeAlive;
public override bool RemoveWhenNotAlive => false;
protected SelectionBlueprint(DrawableHitObject hitObject)
{
HitObject = hitObject;
RelativeSizeAxes = Axes.Both;
AlwaysPresent = true;
Alpha = 0;
}
private SelectionState state;
public event Action<SelectionState> StateChanged;
public SelectionState State
{
get => state;
set
{
if (state == value)
return;
state = value;
switch (state)
{
case SelectionState.Selected:
Show();
Selected?.Invoke(this);
break;
case SelectionState.NotSelected:
Hide();
Deselected?.Invoke(this);
break;
}
StateChanged?.Invoke(state);
}
}
/// <summary>
/// Selects this <see cref="SelectionBlueprint"/>, causing it to become visible.
/// </summary>
public void Select() => State = SelectionState.Selected;
/// <summary>
/// Deselects this <see cref="SelectionBlueprint"/>, causing it to become invisible.
/// </summary>
public void Deselect() => State = SelectionState.NotSelected;
public bool IsSelected => State == SelectionState.Selected;
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => HitObject.ReceivePositionalInputAt(screenSpacePos);
private bool selectionRequested;
protected override bool OnMouseDown(MouseDownEvent e)
{
selectionRequested = false;
if (State == SelectionState.NotSelected)
{
SelectionRequested?.Invoke(this, e.CurrentState);
selectionRequested = true;
}
return IsSelected;
}
protected override bool OnClick(ClickEvent e)
{
if (State == SelectionState.Selected && !selectionRequested)
{
selectionRequested = true;
SelectionRequested?.Invoke(this, e.CurrentState);
return true;
}
return base.OnClick(e);
}
protected override bool OnDragStart(DragStartEvent e) => true;
protected override bool OnDrag(DragEvent e)
{
DragRequested?.Invoke(this, e);
return true;
}
/// <summary>
/// The screen-space point that causes this <see cref="SelectionBlueprint"/> to be selected.
/// </summary>
public virtual Vector2 SelectionPoint => HitObject.ScreenSpaceDrawQuad.Centre;
/// <summary>
/// The screen-space quad that outlines this <see cref="SelectionBlueprint"/> for selections.
/// </summary>
public virtual Quad SelectionQuad => HitObject.ScreenSpaceDrawQuad;
}
}