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134 lines
4.4 KiB
C#
134 lines
4.4 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 osu.Framework;
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using osu.Framework.Allocation;
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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.Primitives;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osuTK;
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namespace osu.Game.Rulesets.Edit
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{
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/// <summary>
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/// A blueprint placed above a <see cref="DrawableHitObject"/> adding editing functionality.
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/// </summary>
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public abstract class SelectionBlueprint : CompositeDrawable, IStateful<SelectionState>
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{
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public readonly HitObject HitObject;
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/// <summary>
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/// Invoked when this <see cref="SelectionBlueprint"/> has been selected.
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/// </summary>
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public event Action<SelectionBlueprint> Selected;
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/// <summary>
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/// Invoked when this <see cref="SelectionBlueprint"/> has been deselected.
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/// </summary>
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public event Action<SelectionBlueprint> Deselected;
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public override bool HandlePositionalInput => ShouldBeAlive;
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public override bool RemoveWhenNotAlive => false;
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[Resolved(CanBeNull = true)]
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private HitObjectComposer composer { get; set; }
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protected SelectionBlueprint(HitObject hitObject)
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{
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HitObject = hitObject;
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RelativeSizeAxes = Axes.Both;
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AlwaysPresent = true;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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updateState();
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}
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private SelectionState state;
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public event Action<SelectionState> StateChanged;
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public SelectionState State
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{
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get => state;
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set
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{
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if (state == value)
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return;
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state = value;
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if (IsLoaded)
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updateState();
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StateChanged?.Invoke(state);
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}
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}
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private void updateState()
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{
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switch (state)
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{
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case SelectionState.Selected:
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OnSelected();
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Selected?.Invoke(this);
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break;
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case SelectionState.NotSelected:
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OnDeselected();
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Deselected?.Invoke(this);
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break;
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}
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}
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protected virtual void OnDeselected() => Hide();
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protected virtual void OnSelected() => Show();
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// When not selected, input is only required for the blueprint itself to receive IsHovering
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protected override bool ShouldBeConsideredForInput(Drawable child) => State == SelectionState.Selected;
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/// <summary>
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/// Selects this <see cref="OverlaySelectionBlueprint"/>, causing it to become visible.
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/// </summary>
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public void Select() => State = SelectionState.Selected;
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/// <summary>
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/// Deselects this <see cref="OverlaySelectionBlueprint"/>, causing it to become invisible.
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/// </summary>
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public void Deselect() => State = SelectionState.NotSelected;
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public bool IsSelected => State == SelectionState.Selected;
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/// <summary>
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/// Updates the <see cref="Objects.HitObject"/>, invoking <see cref="Objects.HitObject.ApplyDefaults"/> and re-processing the beatmap.
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/// </summary>
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protected void UpdateHitObject() => composer?.UpdateHitObject(HitObject);
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/// <summary>
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/// The <see cref="MenuItem"/>s to be displayed in the context menu for this <see cref="OverlaySelectionBlueprint"/>.
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/// </summary>
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public virtual MenuItem[] ContextMenuItems => Array.Empty<MenuItem>();
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/// <summary>
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/// The screen-space point that causes this <see cref="OverlaySelectionBlueprint"/> to be selected.
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/// </summary>
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public virtual Vector2 SelectionPoint => ScreenSpaceDrawQuad.Centre;
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/// <summary>
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/// The screen-space quad that outlines this <see cref="OverlaySelectionBlueprint"/> for selections.
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/// </summary>
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public virtual Quad SelectionQuad => ScreenSpaceDrawQuad;
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public virtual Vector2 GetInstantDelta(Vector2 screenSpacePosition) => Parent.ToLocalSpace(screenSpacePosition) - Position;
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}
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}
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