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346 lines
12 KiB
C#
346 lines
12 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 System.Collections.Generic;
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using System.Linq;
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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.Graphics.Shapes;
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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;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.Edit;
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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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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 component which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
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/// </summary>
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public abstract class SelectionHandler<T> : CompositeDrawable, IKeyBindingHandler<PlatformAction>
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{
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/// <summary>
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/// The currently selected blueprints.
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/// Should be used when operations are dealing directly with the visible blueprints.
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/// For more general selection operations, use <see cref="osu.Game.Screens.Edit.EditorBeatmap.SelectedHitObjects"/> instead.
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/// </summary>
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public IReadOnlyList<SelectionBlueprint<T>> SelectedBlueprints => selectedBlueprints;
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public BindableList<T> SelectedItems = new BindableList<T>();
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private readonly List<SelectionBlueprint<T>> selectedBlueprints;
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private Drawable content;
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private OsuSpriteText selectionDetailsText;
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protected SelectionBox SelectionBox { get; private set; }
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[Resolved(CanBeNull = true)]
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protected IEditorChangeHandler ChangeHandler { get; private set; }
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protected SelectionHandler()
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{
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selectedBlueprints = new List<SelectionBlueprint<T>>();
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RelativeSizeAxes = Axes.Both;
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AlwaysPresent = true;
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Alpha = 0;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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InternalChild = content = new Container
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{
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Children = new Drawable[]
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{
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// todo: should maybe be inside the SelectionBox?
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new Container
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{
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Name = "info text",
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AutoSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Box
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{
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Colour = colours.YellowDark,
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RelativeSizeAxes = Axes.Both,
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},
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selectionDetailsText = new OsuSpriteText
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{
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Padding = new MarginPadding(2),
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Colour = colours.Gray0,
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Font = OsuFont.Default.With(size: 11)
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}
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}
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},
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SelectionBox = CreateSelectionBox(),
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}
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};
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SelectedItems.CollectionChanged += (sender, args) =>
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{
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Scheduler.AddOnce(updateVisibility);
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};
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}
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public SelectionBox CreateSelectionBox()
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=> new SelectionBox
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{
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OperationStarted = OnOperationBegan,
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OperationEnded = OnOperationEnded,
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OnRotation = HandleRotation,
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OnScale = HandleScale,
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OnFlip = HandleFlip,
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OnReverse = HandleReverse,
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};
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/// <summary>
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/// Fired when a drag operation ends from the selection box.
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/// </summary>
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protected virtual void OnOperationBegan()
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{
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ChangeHandler?.BeginChange();
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}
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/// <summary>
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/// Fired when a drag operation begins from the selection box.
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/// </summary>
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protected virtual void OnOperationEnded()
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{
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ChangeHandler?.EndChange();
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}
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#region User Input Handling
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/// <summary>
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/// Handles the selected <see cref="DrawableHitObject"/>s being moved.
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/// </summary>
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/// <remarks>
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/// Just returning true is enough to allow <see cref="HitObject.StartTime"/> updates to take place.
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/// Custom implementation is only required if other attributes are to be considered, like changing columns.
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/// </remarks>
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/// <param name="moveEvent">The move event.</param>
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/// <returns>
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/// Whether any <see cref="DrawableHitObject"/>s could be moved.
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/// Returning true will also propagate StartTime changes provided by the closest <see cref="IPositionSnapProvider.SnapScreenSpacePositionToValidTime"/>.
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/// </returns>
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public virtual bool HandleMovement(MoveSelectionEvent<T> moveEvent) => false;
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/// <summary>
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/// Handles the selected <see cref="DrawableHitObject"/>s being rotated.
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/// </summary>
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/// <param name="angle">The delta angle to apply to the selection.</param>
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/// <returns>Whether any <see cref="DrawableHitObject"/>s could be rotated.</returns>
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public virtual bool HandleRotation(float angle) => false;
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/// <summary>
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/// Handles the selected <see cref="DrawableHitObject"/>s being scaled.
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/// </summary>
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/// <param name="scale">The delta scale to apply, in playfield local coordinates.</param>
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/// <param name="anchor">The point of reference where the scale is originating from.</param>
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/// <returns>Whether any <see cref="DrawableHitObject"/>s could be scaled.</returns>
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public virtual bool HandleScale(Vector2 scale, Anchor anchor) => false;
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/// <summary>
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/// Handles the selected <see cref="DrawableHitObject"/>s being flipped.
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/// </summary>
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/// <param name="direction">The direction to flip</param>
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/// <returns>Whether any <see cref="DrawableHitObject"/>s could be flipped.</returns>
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public virtual bool HandleFlip(Direction direction) => false;
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/// <summary>
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/// Handles the selected <see cref="DrawableHitObject"/>s being reversed pattern-wise.
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/// </summary>
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/// <returns>Whether any <see cref="DrawableHitObject"/>s could be reversed.</returns>
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public virtual bool HandleReverse() => false;
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public bool OnPressed(PlatformAction action)
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{
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switch (action.ActionMethod)
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{
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case PlatformActionMethod.Delete:
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DeleteSelected();
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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(PlatformAction action)
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{
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}
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#endregion
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#region Selection Handling
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/// <summary>
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/// Bind an action to deselect all selected blueprints.
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/// </summary>
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internal Action DeselectAll { private get; set; }
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/// <summary>
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/// Handle a blueprint becoming selected.
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/// </summary>
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/// <param name="blueprint">The blueprint.</param>
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internal virtual void HandleSelected(SelectionBlueprint<T> blueprint)
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{
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// there are potentially multiple SelectionHandlers active, but we only want to add hitobjects to the selected list once.
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if (!SelectedItems.Contains(blueprint.Item))
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SelectedItems.Add(blueprint.Item);
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selectedBlueprints.Add(blueprint);
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}
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/// <summary>
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/// Handle a blueprint becoming deselected.
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/// </summary>
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/// <param name="blueprint">The blueprint.</param>
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internal virtual void HandleDeselected(SelectionBlueprint<T> blueprint)
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{
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SelectedItems.Remove(blueprint.Item);
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selectedBlueprints.Remove(blueprint);
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}
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/// <summary>
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/// Handle a blueprint requesting selection.
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/// </summary>
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/// <param name="blueprint">The blueprint.</param>
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/// <param name="e">The mouse event responsible for selection.</param>
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/// <returns>Whether a selection was performed.</returns>
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internal bool MouseDownSelectionRequested(SelectionBlueprint<T> blueprint, MouseButtonEvent e)
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{
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if (e.ShiftPressed && e.Button == MouseButton.Right)
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{
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handleQuickDeletion(blueprint);
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return true;
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}
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// while holding control, we only want to add to selection, not replace an existing selection.
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if (e.ControlPressed && e.Button == MouseButton.Left && !blueprint.IsSelected)
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{
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blueprint.ToggleSelection();
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return true;
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}
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return ensureSelected(blueprint);
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}
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/// <summary>
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/// Handle a blueprint requesting selection.
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/// </summary>
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/// <param name="blueprint">The blueprint.</param>
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/// <param name="e">The mouse event responsible for deselection.</param>
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/// <returns>Whether a deselection was performed.</returns>
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internal bool MouseUpSelectionRequested(SelectionBlueprint<T> blueprint, MouseButtonEvent e)
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{
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if (blueprint.IsSelected)
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{
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blueprint.ToggleSelection();
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return true;
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}
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return false;
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}
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private void handleQuickDeletion(SelectionBlueprint<T> blueprint)
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{
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if (blueprint.HandleQuickDeletion())
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return;
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if (!blueprint.IsSelected)
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DeleteItems(new[] { blueprint.Item });
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else
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DeleteSelected();
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}
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/// <summary>
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/// Called whenever the deletion of items has been requested.
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/// </summary>
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/// <param name="items">The items to be deleted.</param>
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protected abstract void DeleteItems(IEnumerable<T> items);
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/// <summary>
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/// Ensure the blueprint is in a selected state.
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/// </summary>
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/// <param name="blueprint">The blueprint to select.</param>
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/// <returns>Whether selection state was changed.</returns>
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private bool ensureSelected(SelectionBlueprint<T> blueprint)
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{
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if (blueprint.IsSelected)
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return false;
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DeselectAll?.Invoke();
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blueprint.Select();
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return true;
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}
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protected void DeleteSelected()
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{
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DeleteItems(selectedBlueprints.Select(b => b.Item));
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}
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#endregion
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#region Outline Display
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/// <summary>
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/// Updates whether this <see cref="SelectionHandler{T}"/> is visible.
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/// </summary>
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private void updateVisibility()
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{
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int count = SelectedItems.Count;
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selectionDetailsText.Text = count > 0 ? count.ToString() : string.Empty;
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this.FadeTo(count > 0 ? 1 : 0);
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OnSelectionChanged();
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}
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/// <summary>
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/// Triggered whenever the set of selected objects changes.
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/// Should update the selection box's state to match supported operations.
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/// </summary>
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protected virtual void OnSelectionChanged()
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{
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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 (selectedBlueprints.Count == 0)
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return;
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// Move the rectangle to cover the hitobjects
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var topLeft = new Vector2(float.MaxValue, float.MaxValue);
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var bottomRight = new Vector2(float.MinValue, float.MinValue);
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foreach (var blueprint in selectedBlueprints)
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{
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topLeft = Vector2.ComponentMin(topLeft, ToLocalSpace(blueprint.SelectionQuad.TopLeft));
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bottomRight = Vector2.ComponentMax(bottomRight, ToLocalSpace(blueprint.SelectionQuad.BottomRight));
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}
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topLeft -= new Vector2(5);
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bottomRight += new Vector2(5);
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content.Size = bottomRight - topLeft;
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content.Position = topLeft;
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}
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#endregion
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}
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}
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