mirror of https://github.com/ppy/osu
163 lines
5.8 KiB
C#
163 lines
5.8 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;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework;
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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 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 displaying item adding editing functionality.
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/// </summary>
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public abstract partial class SelectionBlueprint<T> : CompositeDrawable, IStateful<SelectionState>
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{
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public readonly T Item;
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/// <summary>
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/// Invoked when this <see cref="SelectionBlueprint{T}"/> has been selected.
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/// </summary>
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public event Action<SelectionBlueprint<T>> Selected;
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/// <summary>
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/// Invoked when this <see cref="SelectionBlueprint{T}"/> has been deselected.
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/// </summary>
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public event Action<SelectionBlueprint<T>> Deselected;
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public override bool HandlePositionalInput => IsSelectable;
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public override bool RemoveWhenNotAlive => false;
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protected SelectionBlueprint(T item)
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{
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Item = item;
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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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[CanBeNull]
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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()
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{
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// selection blueprints are AlwaysPresent while the related item is visible
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// set the body piece's alpha directly to avoid arbitrarily rendering frame buffers etc. of children.
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foreach (var d in InternalChildren)
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d.Hide();
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}
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protected virtual void OnSelected()
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{
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foreach (var d in InternalChildren)
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d.Show();
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}
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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="SelectionBlueprint{T}"/>, 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="HitObjectSelectionBlueprint"/>, causing it to become invisible.
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/// </summary>
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public void Deselect() => State = SelectionState.NotSelected;
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/// <summary>
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/// Toggles the selection state of this <see cref="HitObjectSelectionBlueprint"/>.
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/// </summary>
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public void ToggleSelection() => State = IsSelected ? SelectionState.NotSelected : SelectionState.Selected;
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public bool IsSelected => State == SelectionState.Selected;
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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="HitObjectSelectionBlueprint"/>.
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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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/// Whether the <see cref="SelectionBlueprint{T}"/> can be currently selected via a click or a drag box.
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/// </summary>
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public virtual bool IsSelectable => ShouldBeAlive && IsPresent;
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/// <summary>
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/// The screen-space main point that causes this <see cref="HitObjectSelectionBlueprint"/> to be selected via a drag.
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/// </summary>
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public virtual Vector2 ScreenSpaceSelectionPoint => ScreenSpaceDrawQuad.Centre;
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/// <summary>
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/// Any points that should be used for snapping purposes in addition to <see cref="ScreenSpaceSelectionPoint"/>. Exposed via <see cref="ScreenSpaceSnapPoints"/>.
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/// </summary>
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protected virtual Vector2[] ScreenSpaceAdditionalNodes => Array.Empty<Vector2>();
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/// <summary>
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/// The screen-space collection of base points on this <see cref="HitObjectSelectionBlueprint"/> that other objects can be snapped to.
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/// The first element of this collection is <see cref="ScreenSpaceSelectionPoint"/>
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/// </summary>
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public Vector2[] ScreenSpaceSnapPoints => ScreenSpaceAdditionalNodes.Prepend(ScreenSpaceSelectionPoint).ToArray();
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/// <summary>
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/// The screen-space quad that outlines this <see cref="HitObjectSelectionBlueprint"/> for selections.
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/// </summary>
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public virtual Quad SelectionQuad => ScreenSpaceDrawQuad;
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/// <summary>
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/// Handle to perform a partial deletion when the user requests a quick delete (Shift+Right Click).
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/// </summary>
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/// <returns>True if the deletion operation was handled by this blueprint. Returning false will delete the full blueprint.</returns>
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public virtual bool HandleQuickDeletion() => false;
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}
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}
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