mirror of https://github.com/ppy/osu
143 lines
5.0 KiB
C#
143 lines
5.0 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 osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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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.Input.Bindings;
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using osu.Game.Rulesets.Objects;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Edit
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{
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/// <summary>
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/// A blueprint which governs the placement of something.
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/// </summary>
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public abstract partial class PlacementBlueprint : VisibilityContainer, IKeyBindingHandler<GlobalAction>
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{
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/// <summary>
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/// Whether the <see cref="HitObject"/> is currently mid-placement, but has not necessarily finished being placed.
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/// </summary>
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public PlacementState PlacementActive { get; private set; }
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/// <summary>
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/// Whether this blueprint is currently in a state that can be committed.
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/// </summary>
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/// <remarks>
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/// Override this with any preconditions that should be double-checked on committing.
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/// If <c>false</c> is returned and a commit is attempted, the blueprint will be destroyed instead.
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/// </remarks>
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protected virtual bool IsValidForPlacement => true;
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// the blueprint should still be considered for input even if it is hidden,
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// especially when such input is the reason for making the blueprint become visible.
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public override bool PropagatePositionalInputSubTree => true;
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public override bool PropagateNonPositionalInputSubTree => true;
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protected PlacementBlueprint()
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{
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RelativeSizeAxes = Axes.Both;
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// the blueprint should still be considered for input even if it is hidden,
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// especially when such input is the reason for making the blueprint become visible.
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AlwaysPresent = true;
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}
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/// <summary>
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/// Signals that the placement has started.
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/// </summary>
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/// <param name="commitStart">Whether this call is committing a value and continuing with further adjustments.</param>
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protected virtual void BeginPlacement(bool commitStart = false)
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{
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if (commitStart)
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PlacementActive = PlacementState.Active;
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}
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/// <summary>
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/// Signals that the placement of <see cref="HitObject"/> has finished.
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/// This will destroy this <see cref="PlacementBlueprint"/>, and commit the changes.
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/// </summary>
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/// <param name="commit">Whether the changes should be committed. Note that a commit may fail if <see cref="IsValidForPlacement"/> is <c>false</c>.</param>
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public virtual void EndPlacement(bool commit)
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{
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switch (PlacementActive)
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{
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case PlacementState.Finished:
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return;
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case PlacementState.Waiting:
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// ensure placement was started before ending to make state handling simpler.
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BeginPlacement();
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break;
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}
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PlacementActive = PlacementState.Finished;
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}
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/// <summary>
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/// Determines which objects to snap to for the snap result in <see cref="UpdateTimeAndPosition"/>.
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/// </summary>
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public virtual SnapType SnapType => SnapType.All;
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/// <summary>
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/// Updates the time and position of this <see cref="PlacementBlueprint"/> based on the provided snap information.
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/// </summary>
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/// <param name="result">The snap result information.</param>
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public virtual void UpdateTimeAndPosition(SnapResult result)
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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 (PlacementActive == PlacementState.Waiting)
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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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EndPlacement(false);
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return true;
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default:
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return false;
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}
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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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protected override bool Handle(UIEvent e)
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{
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base.Handle(e);
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switch (e)
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{
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case ScrollEvent:
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return false;
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case DoubleClickEvent:
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return false;
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case MouseButtonEvent mouse:
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// placement blueprints should generally block mouse from reaching underlying components (ie. performing clicks on interface buttons).
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return mouse.Button == MouseButton.Left || PlacementActive == PlacementState.Active;
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default:
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return false;
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}
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}
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protected override void PopIn() => this.FadeIn();
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protected override void PopOut() => this.FadeOut();
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public enum PlacementState
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{
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Waiting,
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Active,
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Finished
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}
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}
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}
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