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668 lines
25 KiB
C#
668 lines
25 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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#nullable disable
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using System.Collections.Generic;
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using System.Collections.Specialized;
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using System.Diagnostics;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets.Edit;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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/// <summary>
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/// A container which provides a "blueprint" display of items.
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/// Includes selection and manipulation support via a <see cref="Components.SelectionHandler{T}"/>.
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/// </summary>
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public abstract partial class BlueprintContainer<T> : CompositeDrawable, IKeyBindingHandler<PlatformAction>, IKeyBindingHandler<GlobalAction>
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where T : class
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{
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protected DragBox DragBox { get; private set; }
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public Container<SelectionBlueprint<T>> SelectionBlueprints { get; private set; }
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public SelectionHandler<T> SelectionHandler { get; private set; }
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private readonly Dictionary<T, SelectionBlueprint<T>> blueprintMap = new Dictionary<T, SelectionBlueprint<T>>();
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[Resolved(canBeNull: true)]
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private IPositionSnapProvider snapProvider { get; set; }
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[Resolved(CanBeNull = true)]
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private IEditorChangeHandler changeHandler { get; set; }
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protected readonly BindableList<T> SelectedItems = new BindableList<T>();
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protected BlueprintContainer()
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{
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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SelectedItems.CollectionChanged += (_, args) =>
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{
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switch (args.Action)
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{
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case NotifyCollectionChangedAction.Add:
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Debug.Assert(args.NewItems != null);
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foreach (object o in args.NewItems)
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{
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if (blueprintMap.TryGetValue((T)o, out var blueprint))
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blueprint.Select();
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}
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break;
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case NotifyCollectionChangedAction.Remove:
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Debug.Assert(args.OldItems != null);
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foreach (object o in args.OldItems)
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{
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if (blueprintMap.TryGetValue((T)o, out var blueprint))
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blueprint.Deselect();
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}
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break;
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}
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};
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SelectionHandler = CreateSelectionHandler();
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SelectionHandler.SelectedItems.BindTo(SelectedItems);
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AddRangeInternal(new[]
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{
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DragBox = CreateDragBox(),
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SelectionHandler,
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SelectionBlueprints = CreateSelectionBlueprintContainer(),
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SelectionHandler.CreateProxy(),
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DragBox.CreateProxy().With(p => p.Depth = float.MinValue)
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});
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}
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protected virtual Container<SelectionBlueprint<T>> CreateSelectionBlueprintContainer() => new Container<SelectionBlueprint<T>> { RelativeSizeAxes = Axes.Both };
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/// <summary>
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/// Creates a <see cref="Components.SelectionHandler{T}"/> which outlines items and handles movement of selections.
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/// </summary>
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protected abstract SelectionHandler<T> CreateSelectionHandler();
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/// <summary>
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/// Creates a <see cref="SelectionBlueprint{T}"/> for a specific item.
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/// </summary>
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/// <param name="item">The item to create the overlay for.</param>
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[CanBeNull]
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protected virtual SelectionBlueprint<T> CreateBlueprintFor(T item) => null;
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protected virtual DragBox CreateDragBox() => new DragBox();
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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bool selectionPerformed = performMouseDownActions(e);
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bool movementPossible = prepareSelectionMovement(e);
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// check if selection has occurred
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if (selectionPerformed)
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{
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// only unmodified right click should show context menu
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bool shouldShowContextMenu = e.Button == MouseButton.Right && !e.ShiftPressed && !e.AltPressed && !e.SuperPressed;
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// stop propagation if not showing context menu
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return !shouldShowContextMenu;
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}
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// even if a selection didn't occur, a drag event may still move the selection.
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return e.Button == MouseButton.Left && movementPossible;
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}
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protected SelectionBlueprint<T> ClickedBlueprint { get; private set; }
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protected override bool OnClick(ClickEvent e)
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{
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if (e.Button == MouseButton.Right)
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return false;
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// store for double-click handling
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ClickedBlueprint = SelectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered);
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// Deselection should only occur if no selected blueprints are hovered
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// 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
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if (endClickSelection(e) || ClickedBlueprint != null)
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return true;
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DeselectAll();
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return true;
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}
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protected override bool OnDoubleClick(DoubleClickEvent e)
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{
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if (e.Button == MouseButton.Right)
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return false;
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// ensure the blueprint which was hovered for the first click is still the hovered blueprint.
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if (ClickedBlueprint == null || SelectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered) != ClickedBlueprint)
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return false;
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doubleClickHandled = true;
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return true;
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}
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protected override void OnMouseUp(MouseUpEvent e)
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{
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// Special case for when a drag happened instead of a click
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Schedule(() =>
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{
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endClickSelection(e);
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clickSelectionHandled = false;
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doubleClickHandled = false;
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isDraggingBlueprint = false;
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wasDragStarted = false;
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});
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finishSelectionMovement();
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}
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private MouseButtonEvent lastDragEvent;
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protected override bool OnDragStart(DragStartEvent e)
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{
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if (e.Button == MouseButton.Right)
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return false;
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lastDragEvent = e;
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wasDragStarted = true;
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if (movementBlueprints != null)
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{
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isDraggingBlueprint = true;
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changeHandler?.BeginChange();
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return true;
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}
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DragBox.HandleDrag(e);
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DragBox.Show();
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selectionBeforeDrag.Clear();
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if (e.ControlPressed)
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selectionBeforeDrag.UnionWith(SelectedItems);
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return true;
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}
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protected override void OnDrag(DragEvent e)
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{
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lastDragEvent = e;
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moveCurrentSelection(e);
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}
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protected override void OnDragEnd(DragEndEvent e)
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{
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lastDragEvent = null;
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if (isDraggingBlueprint)
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{
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DragOperationCompleted();
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changeHandler?.EndChange();
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}
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DragBox.Hide();
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selectionBeforeDrag.Clear();
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}
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protected override void Update()
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{
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base.Update();
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if (lastDragEvent != null && DragBox.State == Visibility.Visible)
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{
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lastDragEvent.Target = this;
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DragBox.HandleDrag(lastDragEvent);
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UpdateSelectionFromDragBox(selectionBeforeDrag);
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}
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}
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/// <summary>
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/// Called whenever a drag operation completes, before any change transaction is committed.
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/// </summary>
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protected virtual void DragOperationCompleted()
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{
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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switch (e.Key)
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{
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case Key.Escape:
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if (!SelectionHandler.SelectedBlueprints.Any())
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return false;
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DeselectAll();
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return true;
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}
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return false;
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}
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public bool OnPressed(KeyBindingPressEvent<PlatformAction> e)
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{
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if (e.Repeat)
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return false;
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switch (e.Action)
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{
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case PlatformAction.SelectAll:
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SelectAll();
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return true;
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<PlatformAction> e)
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{
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}
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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if (e.Repeat)
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return false;
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switch (e.Action)
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{
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case GlobalAction.Back:
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if (SelectedItems.Count > 0)
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{
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DeselectAll();
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return true;
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}
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break;
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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#region Blueprint Addition/Removal
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protected virtual void AddBlueprintFor(T item)
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{
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if (blueprintMap.ContainsKey(item))
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return;
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var blueprint = CreateBlueprintFor(item);
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if (blueprint == null)
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return;
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blueprintMap[item] = blueprint;
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blueprint.Selected += OnBlueprintSelected;
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blueprint.Deselected += OnBlueprintDeselected;
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SelectionBlueprints.Add(blueprint);
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if (SelectionHandler.SelectedItems.Contains(item))
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blueprint.Select();
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OnBlueprintAdded(blueprint.Item);
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}
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protected void RemoveBlueprintFor(T item)
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{
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if (!blueprintMap.Remove(item, out var blueprint))
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return;
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blueprint.Deselect();
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blueprint.Selected -= OnBlueprintSelected;
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blueprint.Deselected -= OnBlueprintDeselected;
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SelectionBlueprints.Remove(blueprint, true);
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if (movementBlueprints?.Contains(blueprint) == true)
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finishSelectionMovement();
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OnBlueprintRemoved(blueprint.Item);
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}
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/// <summary>
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/// Called after an item's blueprint has been added.
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/// </summary>
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/// <param name="item">The item for which the blueprint has been added.</param>
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protected virtual void OnBlueprintAdded(T item)
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{
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}
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/// <summary>
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/// Called after an item's blueprint has been removed.
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/// </summary>
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/// <param name="item">The item for which the blueprint has been removed.</param>
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protected virtual void OnBlueprintRemoved(T item)
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{
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}
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/// <summary>
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/// Retrieves an item's blueprint.
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/// </summary>
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/// <param name="item">The item to retrieve the blueprint of.</param>
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/// <returns>The blueprint.</returns>
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protected SelectionBlueprint<T> GetBlueprintFor(T item) => blueprintMap[item];
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#endregion
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#region Selection
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/// <summary>
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/// Whether a blueprint was selected by a previous click event.
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/// </summary>
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private bool clickSelectionHandled;
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/// <summary>
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/// Whether a blueprint was double-clicked since last mouse down.
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/// </summary>
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private bool doubleClickHandled;
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/// <summary>
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/// Whether the selected blueprint(s) were already selected on mouse down. Generally used to perform selection cycling on mouse up in such a case.
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/// </summary>
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private bool selectedBlueprintAlreadySelectedOnMouseDown;
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/// <summary>
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/// Sorts the supplied <paramref name="blueprints"/> by the order of preference when making a selection.
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/// Blueprints at the start of the list will be prioritised over later items if the selection requested is ambiguous due to spatial overlap.
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/// </summary>
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protected virtual IEnumerable<SelectionBlueprint<T>> ApplySelectionOrder(IEnumerable<SelectionBlueprint<T>> blueprints) => blueprints.Reverse();
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/// <summary>
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/// Attempts to select any hovered blueprints.
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/// </summary>
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/// <param name="e">The input event that triggered this selection.</param>
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/// <returns>Whether a selection was performed.</returns>
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private bool performMouseDownActions(MouseButtonEvent e)
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{
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// Iterate from the top of the input stack (blueprints closest to the front of the screen first).
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// Priority is given to already-selected blueprints.
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foreach (SelectionBlueprint<T> blueprint in SelectionBlueprints.AliveChildren.Where(b => b.IsSelected))
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{
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if (runForBlueprint(blueprint))
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return true;
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}
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foreach (SelectionBlueprint<T> blueprint in ApplySelectionOrder(SelectionBlueprints.AliveChildren))
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{
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if (runForBlueprint(blueprint))
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return true;
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}
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return false;
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bool runForBlueprint(SelectionBlueprint<T> blueprint)
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{
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if (!blueprint.IsHovered) return false;
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selectedBlueprintAlreadySelectedOnMouseDown = blueprint.State == SelectionState.Selected;
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clickSelectionHandled = SelectionHandler.MouseDownSelectionRequested(blueprint, e);
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return true;
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}
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}
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/// <summary>
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/// Finishes the current blueprint selection.
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/// </summary>
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/// <param name="e">The mouse event which triggered end of selection.</param>
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/// <returns>Whether a click selection was active.</returns>
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private bool endClickSelection(MouseButtonEvent e)
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{
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// If already handled a selection, double-click, or drag, we don't want to perform a mouse up / click action.
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if (clickSelectionHandled || doubleClickHandled || isDraggingBlueprint || wasDragStarted) return true;
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if (e.Button != MouseButton.Left) return false;
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if (e.ControlPressed)
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{
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// if a selection didn't occur, we may want to trigger a deselection.
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// Iterate from the top of the input stack (blueprints closest to the front of the screen first).
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// Priority is given to already-selected blueprints.
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foreach (SelectionBlueprint<T> blueprint in SelectionBlueprints.AliveChildren.Where(b => b.IsHovered).OrderByDescending(b => b.IsSelected))
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return clickSelectionHandled = SelectionHandler.MouseUpSelectionRequested(blueprint, e);
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return false;
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}
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if (selectedBlueprintAlreadySelectedOnMouseDown && SelectedItems.Count == 1)
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{
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// If a click occurred and was handled by the currently selected blueprint but didn't result in a drag,
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// cycle between other blueprints which are also under the cursor.
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// The depth of blueprints is constantly changing (see above where selected blueprints are brought to the front).
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// For this logic, we want a stable sort order so we can correctly cycle, thus using the blueprintMap instead.
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IEnumerable<SelectionBlueprint<T>> cyclingSelectionBlueprints = ApplySelectionOrder(blueprintMap.Values);
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// If there's already a selection, let's start from the blueprint after the selection.
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cyclingSelectionBlueprints = cyclingSelectionBlueprints.SkipWhile(b => !b.IsSelected).Skip(1);
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// Add the blueprints from before the selection to the end of the enumerable to allow for cyclic selection.
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cyclingSelectionBlueprints = cyclingSelectionBlueprints.Concat(ApplySelectionOrder(blueprintMap.Values).TakeWhile(b => !b.IsSelected));
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foreach (SelectionBlueprint<T> blueprint in cyclingSelectionBlueprints)
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{
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if (!blueprint.IsHovered) continue;
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// We are performing a mouse up, but selection handlers perform selection on mouse down, so we need to call that instead.
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return clickSelectionHandled = SelectionHandler.MouseDownSelectionRequested(blueprint, e);
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}
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}
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return false;
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}
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/// <summary>
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/// Select all blueprints in a selection area specified by <see cref="DragBox"/>.
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/// </summary>
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protected virtual void UpdateSelectionFromDragBox(HashSet<T> selectionBeforeDrag)
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{
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var quad = DragBox.Box.ScreenSpaceDrawQuad;
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foreach (var blueprint in SelectionBlueprints)
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{
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switch (blueprint.State)
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{
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case SelectionState.Selected:
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// Selection is preserved even after blueprint becomes dead.
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if (!quad.Contains(blueprint.ScreenSpaceSelectionPoint) && !selectionBeforeDrag.Contains(blueprint.Item))
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blueprint.Deselect();
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break;
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case SelectionState.NotSelected:
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if (blueprint.IsSelectable && quad.Contains(blueprint.ScreenSpaceSelectionPoint))
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blueprint.Select();
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break;
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}
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}
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}
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/// <summary>
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/// Select all currently-present items.
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/// </summary>
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protected abstract void SelectAll();
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/// <summary>
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/// Deselect all selected items.
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/// </summary>
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protected void DeselectAll() => SelectedItems.Clear();
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protected virtual void OnBlueprintSelected(SelectionBlueprint<T> blueprint)
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{
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SelectionHandler.HandleSelected(blueprint);
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SelectionBlueprints.ChangeChildDepth(blueprint, 1);
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}
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protected virtual void OnBlueprintDeselected(SelectionBlueprint<T> blueprint)
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{
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if (SelectionBlueprints.Contains(blueprint))
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SelectionBlueprints.ChangeChildDepth(blueprint, 0);
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SelectionHandler.HandleDeselected(blueprint);
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}
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#endregion
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#region Selection Movement
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private Vector2[][] movementBlueprintsOriginalPositions;
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private SelectionBlueprint<T>[] movementBlueprints;
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/// <summary>
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/// Whether a blueprint is currently being dragged.
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/// </summary>
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private bool isDraggingBlueprint;
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/// <summary>
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/// Whether a drag operation was started at all.
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/// </summary>
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private bool wasDragStarted;
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private readonly HashSet<T> selectionBeforeDrag = new HashSet<T>();
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/// <summary>
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/// Attempts to begin the movement of any selected blueprints.
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/// </summary>
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/// <param name="e">The <see cref="MouseDownEvent"/> defining the beginning of a movement.</param>
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/// <returns>Whether a movement is possible.</returns>
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private bool prepareSelectionMovement(MouseDownEvent e)
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{
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if (e.Button == MouseButton.Right)
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return false;
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if (!SelectionHandler.SelectedBlueprints.Any())
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return false;
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// 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.
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// A special case is added for when a click selection occurred before the drag
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if (!clickSelectionHandled && !SelectionHandler.SelectedBlueprints.Any(b => b.IsHovered))
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return false;
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// Movement is tracked from the blueprint of the earliest item, since it only makes sense to distance snap from that item
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movementBlueprints = SortForMovement(SelectionHandler.SelectedBlueprints).ToArray();
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movementBlueprintsOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSnapPoints).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(movementBlueprintsOriginalPositions != null);
|
|
|
|
Vector2 distanceTravelled = e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
|
|
|
|
if (snapProvider != null)
|
|
{
|
|
for (int i = 0; i < movementBlueprints.Length; i++)
|
|
{
|
|
if (checkSnappingBlueprintToNearbyObjects(movementBlueprints[i], distanceTravelled, movementBlueprintsOriginalPositions[i]))
|
|
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 = movementBlueprintsOriginalPositions.First().First() + distanceTravelled;
|
|
|
|
// Retrieve a snapped position.
|
|
var result = snapProvider?.FindSnappedPositionAndTime(movePosition, ~SnapType.NearbyObjects);
|
|
|
|
if (result == null)
|
|
{
|
|
return SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(movementBlueprints.First(), movePosition - movementBlueprints.First().ScreenSpaceSelectionPoint));
|
|
}
|
|
|
|
return ApplySnapResult(movementBlueprints, result);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check for positional snap for given blueprint.
|
|
/// </summary>
|
|
/// <param name="blueprint">The blueprint to check for snapping.</param>
|
|
/// <param name="distanceTravelled">Distance travelled since start of dragging action.</param>
|
|
/// <param name="originalPositions">The snap positions of blueprint before start of dragging action.</param>
|
|
/// <returns>Whether an object to snap to was found.</returns>
|
|
private bool checkSnappingBlueprintToNearbyObjects(SelectionBlueprint<T> blueprint, Vector2 distanceTravelled, Vector2[] originalPositions)
|
|
{
|
|
var currentPositions = blueprint.ScreenSpaceSnapPoints;
|
|
|
|
for (int i = 0; i < originalPositions.Length; i++)
|
|
{
|
|
Vector2 originalPosition = originalPositions[i];
|
|
var testPosition = originalPosition + distanceTravelled;
|
|
|
|
var positionalResult = snapProvider.FindSnappedPositionAndTime(testPosition, SnapType.NearbyObjects);
|
|
|
|
if (positionalResult.ScreenSpacePosition == testPosition) continue;
|
|
|
|
var delta = positionalResult.ScreenSpacePosition - currentPositions[i];
|
|
|
|
// attempt to move the objects, and abort any time based snapping if we can.
|
|
if (SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(blueprint, delta)))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
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;
|
|
|
|
movementBlueprintsOriginalPositions = null;
|
|
movementBlueprints = null;
|
|
|
|
return true;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|