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

143 lines
4.6 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.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Objects;
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>
{
public readonly HitObject HitObject;
/// <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;
public override bool HandlePositionalInput => ShouldBeAlive;
public override bool RemoveWhenNotAlive => false;
[Resolved(CanBeNull = true)]
private HitObjectComposer composer { get; set; }
protected SelectionBlueprint(HitObject hitObject)
{
HitObject = hitObject;
RelativeSizeAxes = Axes.Both;
AlwaysPresent = true;
}
protected override void LoadComplete()
{
base.LoadComplete();
updateState();
}
private SelectionState state;
public event Action<SelectionState> StateChanged;
public SelectionState State
{
get => state;
set
{
if (state == value)
return;
state = value;
if (IsLoaded)
updateState();
StateChanged?.Invoke(state);
}
}
private void updateState()
{
switch (state)
{
case SelectionState.Selected:
OnSelected();
Selected?.Invoke(this);
break;
case SelectionState.NotSelected:
OnDeselected();
Deselected?.Invoke(this);
break;
}
}
protected virtual void OnDeselected()
{
// selection blueprints are AlwaysPresent while the related DrawableHitObject is visible
// set the body piece's alpha directly to avoid arbitrarily rendering frame buffers etc. of children.
foreach (var d in InternalChildren)
d.Hide();
Hide();
}
protected virtual void OnSelected()
{
foreach (var d in InternalChildren)
d.Show();
Show();
}
// When not selected, input is only required for the blueprint itself to receive IsHovering
protected override bool ShouldBeConsideredForInput(Drawable child) => State == SelectionState.Selected;
/// <summary>
/// Selects this <see cref="OverlaySelectionBlueprint"/>, causing it to become visible.
/// </summary>
public void Select() => State = SelectionState.Selected;
/// <summary>
/// Deselects this <see cref="OverlaySelectionBlueprint"/>, causing it to become invisible.
/// </summary>
public void Deselect() => State = SelectionState.NotSelected;
public bool IsSelected => State == SelectionState.Selected;
/// <summary>
/// The <see cref="MenuItem"/>s to be displayed in the context menu for this <see cref="OverlaySelectionBlueprint"/>.
/// </summary>
public virtual MenuItem[] ContextMenuItems => Array.Empty<MenuItem>();
/// <summary>
/// The screen-space point that causes this <see cref="OverlaySelectionBlueprint"/> to be selected.
/// </summary>
public virtual Vector2 ScreenSpaceSelectionPoint => ScreenSpaceDrawQuad.Centre;
/// <summary>
/// The screen-space quad that outlines this <see cref="OverlaySelectionBlueprint"/> for selections.
/// </summary>
public virtual Quad SelectionQuad => ScreenSpaceDrawQuad;
public virtual Vector2 GetInstantDelta(Vector2 screenSpacePosition) => Parent.ToLocalSpace(screenSpacePosition) - Position;
}
}