mirror of
https://github.com/ppy/osu
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436 lines
15 KiB
C#
436 lines
15 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.Collections.Specialized;
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using System.Diagnostics;
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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.Primitives;
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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.Framework.Timing;
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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 container which provides a "blueprint" display of hitobjects.
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/// Includes selection and manipulation support via a <see cref="SelectionHandler"/>.
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/// </summary>
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public abstract class BlueprintContainer : CompositeDrawable, IKeyBindingHandler<PlatformAction>
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{
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public event Action<IEnumerable<HitObject>> SelectionChanged;
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protected DragBox DragBox { get; private set; }
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protected Container<SelectionBlueprint> SelectionBlueprints { get; private set; }
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private SelectionHandler selectionHandler;
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[Resolved]
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private IAdjustableClock adjustableClock { get; set; }
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[Resolved]
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private EditorBeatmap beatmap { get; set; }
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private readonly BindableList<HitObject> selectedHitObjects = new BindableList<HitObject>();
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[Resolved(canBeNull: true)]
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private IDistanceSnapProvider snapProvider { get; set; }
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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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selectionHandler = CreateSelectionHandler();
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selectionHandler.DeselectAll = deselectAll;
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AddRangeInternal(new[]
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{
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DragBox = CreateDragBox(select),
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selectionHandler,
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SelectionBlueprints = CreateSelectionBlueprintContainer(),
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DragBox.CreateProxy().With(p => p.Depth = float.MinValue)
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});
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foreach (var obj in beatmap.HitObjects)
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AddBlueprintFor(obj);
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selectedHitObjects.BindTo(beatmap.SelectedHitObjects);
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selectedHitObjects.CollectionChanged += (selectedObjects, 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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foreach (var o in args.NewItems)
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SelectionBlueprints.FirstOrDefault(b => b.HitObject == o)?.Select();
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break;
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case NotifyCollectionChangedAction.Remove:
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foreach (var o in args.OldItems)
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SelectionBlueprints.FirstOrDefault(b => b.HitObject == o)?.Deselect();
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break;
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}
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SelectionChanged?.Invoke(selectedHitObjects);
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};
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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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beatmap.HitObjectAdded += AddBlueprintFor;
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beatmap.HitObjectRemoved += removeBlueprintFor;
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}
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protected virtual Container<SelectionBlueprint> CreateSelectionBlueprintContainer() =>
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new Container<SelectionBlueprint> { RelativeSizeAxes = Axes.Both };
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/// <summary>
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/// Creates a <see cref="SelectionHandler"/> which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
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/// </summary>
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protected virtual SelectionHandler CreateSelectionHandler() => new SelectionHandler();
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/// <summary>
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/// Creates a <see cref="SelectionBlueprint"/> for a specific <see cref="DrawableHitObject"/>.
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/// </summary>
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/// <param name="hitObject">The <see cref="DrawableHitObject"/> to create the overlay for.</param>
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protected virtual SelectionBlueprint CreateBlueprintFor(HitObject hitObject) => null;
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protected virtual DragBox CreateDragBox(Action<RectangleF> performSelect) => new DragBox(performSelect);
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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beginClickSelection(e);
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prepareSelectionMovement();
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return e.Button == MouseButton.Left;
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}
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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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// 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 hitobject and should not trigger deselection
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if (endClickSelection() || selectionHandler.SelectedBlueprints.Any(b => b.IsHovered))
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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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SelectionBlueprint clickedBlueprint = selectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered);
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if (clickedBlueprint == null)
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return false;
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adjustableClock?.Seek(clickedBlueprint.HitObject.StartTime);
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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(() => endClickSelection());
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finishSelectionMovement();
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}
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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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if (movementBlueprint != null)
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return true;
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if (DragBox.HandleDrag(e))
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{
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DragBox.Show();
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return true;
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}
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return false;
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}
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protected override void OnDrag(DragEvent e)
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{
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if (e.Button == MouseButton.Right)
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return;
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if (DragBox.State == Visibility.Visible)
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DragBox.HandleDrag(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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if (e.Button == MouseButton.Right)
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return;
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if (DragBox.State == Visibility.Visible)
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{
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DragBox.Hide();
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selectionHandler.UpdateVisibility();
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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(PlatformAction action)
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{
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switch (action.ActionType)
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{
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case PlatformActionType.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(PlatformAction action)
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{
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}
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#region Blueprint Addition/Removal
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private void removeBlueprintFor(HitObject hitObject)
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{
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var blueprint = SelectionBlueprints.SingleOrDefault(m => m.HitObject == hitObject);
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if (blueprint == null)
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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);
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}
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protected virtual void AddBlueprintFor(HitObject hitObject)
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{
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var blueprint = CreateBlueprintFor(hitObject);
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if (blueprint == null)
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return;
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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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}
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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 clickSelectionBegan;
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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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private void beginClickSelection(MouseButtonEvent e)
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{
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Debug.Assert(!clickSelectionBegan);
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// Deselections are only allowed for control + left clicks
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bool allowDeselection = e.ControlPressed && e.Button == MouseButton.Left;
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// Todo: This is probably incorrectly disallowing multiple selections on stacked objects
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if (!allowDeselection && selectionHandler.SelectedBlueprints.Any(s => s.IsHovered))
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return;
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foreach (SelectionBlueprint blueprint in SelectionBlueprints.AliveChildren)
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{
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if (blueprint.IsHovered)
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{
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selectionHandler.HandleSelectionRequested(blueprint, e.CurrentState);
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clickSelectionBegan = true;
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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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/// Finishes the current blueprint selection.
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/// </summary>
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/// <returns>Whether a click selection was active.</returns>
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private bool endClickSelection()
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{
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if (!clickSelectionBegan)
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return false;
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clickSelectionBegan = false;
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return true;
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}
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/// <summary>
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/// Select all masks in a given rectangle selection area.
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/// </summary>
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/// <param name="rect">The rectangle to perform a selection on in screen-space coordinates.</param>
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private void select(RectangleF rect)
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{
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foreach (var blueprint in SelectionBlueprints)
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{
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if (blueprint.IsAlive && blueprint.IsPresent && rect.Contains(blueprint.SelectionPoint))
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blueprint.Select();
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else
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blueprint.Deselect();
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}
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}
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/// <summary>
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/// Selects all <see cref="SelectionBlueprint"/>s.
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/// </summary>
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private void selectAll()
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{
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SelectionBlueprints.ToList().ForEach(m => m.Select());
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selectionHandler.UpdateVisibility();
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}
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/// <summary>
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/// Deselects all selected <see cref="SelectionBlueprint"/>s.
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/// </summary>
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private void deselectAll() => selectionHandler.SelectedBlueprints.ToList().ForEach(m => m.Deselect());
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private void onBlueprintSelected(SelectionBlueprint blueprint)
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{
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selectionHandler.HandleSelected(blueprint);
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SelectionBlueprints.ChangeChildDepth(blueprint, 1);
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beatmap.SelectedHitObjects.Add(blueprint.HitObject);
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}
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private void onBlueprintDeselected(SelectionBlueprint blueprint)
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{
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selectionHandler.HandleDeselected(blueprint);
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SelectionBlueprints.ChangeChildDepth(blueprint, 0);
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beatmap.SelectedHitObjects.Remove(blueprint.HitObject);
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}
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#endregion
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#region Selection Movement
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private Vector2? movementBlueprintOriginalPosition;
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private SelectionBlueprint movementBlueprint;
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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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private void prepareSelectionMovement()
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{
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if (!selectionHandler.SelectedBlueprints.Any())
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return;
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// Any selected blueprint that is hovered can begin the movement of the group, however only the earliest hitobject 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 (!clickSelectionBegan && !selectionHandler.SelectedBlueprints.Any(b => b.IsHovered))
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return;
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// Movement is tracked from the blueprint of the earliest hitobject, since it only makes sense to distance snap from that hitobject
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movementBlueprint = selectionHandler.SelectedBlueprints.OrderBy(b => b.HitObject.StartTime).First();
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movementBlueprintOriginalPosition = movementBlueprint.SelectionPoint; // todo: unsure if correct
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}
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/// <summary>
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/// Moves the current selected blueprints.
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/// </summary>
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/// <param name="e">The <see cref="DragEvent"/> defining the movement event.</param>
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/// <returns>Whether a movement was active.</returns>
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private bool moveCurrentSelection(DragEvent e)
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{
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if (movementBlueprint == null)
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return false;
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Debug.Assert(movementBlueprintOriginalPosition != null);
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HitObject draggedObject = movementBlueprint.HitObject;
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// The final movement position, relative to screenSpaceMovementStartPosition
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Vector2 movePosition = movementBlueprintOriginalPosition.Value + e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
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(Vector2 snappedPosition, double snappedTime) = snapProvider.GetSnappedPosition(ToLocalSpace(movePosition), draggedObject.StartTime);
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// Move the hitobjects
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if (!selectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprint, ToScreenSpace(snappedPosition))))
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return true;
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// Apply the start time at the newly snapped-to position
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double offset = snappedTime - draggedObject.StartTime;
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foreach (HitObject obj in selectionHandler.SelectedHitObjects)
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obj.StartTime += offset;
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return true;
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}
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/// <summary>
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/// Finishes the current movement of selected blueprints.
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/// </summary>
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/// <returns>Whether a movement was active.</returns>
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private bool finishSelectionMovement()
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{
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if (movementBlueprint == null)
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return false;
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movementBlueprintOriginalPosition = null;
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movementBlueprint = null;
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return true;
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}
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#endregion
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (beatmap != null)
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{
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beatmap.HitObjectAdded -= AddBlueprintFor;
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beatmap.HitObjectRemoved -= removeBlueprintFor;
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}
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}
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}
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}
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