mirror of
https://github.com/ppy/osu
synced 2024-12-13 18:37:04 +00:00
138 lines
4.7 KiB
C#
138 lines
4.7 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 osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Input.Bindings;
|
|
using osu.Framework.Input.Events;
|
|
using osu.Game.Input.Bindings;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osuTK;
|
|
using osuTK.Input;
|
|
|
|
namespace osu.Game.Rulesets.Edit
|
|
{
|
|
/// <summary>
|
|
/// A blueprint which governs the placement of something.
|
|
/// </summary>
|
|
public abstract partial class PlacementBlueprint : CompositeDrawable, IKeyBindingHandler<GlobalAction>
|
|
{
|
|
/// <summary>
|
|
/// Whether the <see cref="HitObject"/> is currently mid-placement, but has not necessarily finished being placed.
|
|
/// </summary>
|
|
public PlacementState PlacementActive { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Whether this blueprint is currently in a state that can be committed.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Override this with any preconditions that should be double-checked on committing.
|
|
/// If <c>false</c> is returned and a commit is attempted, the blueprint will be destroyed instead.
|
|
/// </remarks>
|
|
protected virtual bool IsValidForPlacement => true;
|
|
|
|
protected PlacementBlueprint()
|
|
{
|
|
RelativeSizeAxes = Axes.Both;
|
|
|
|
// This is required to allow the blueprint's position to be updated via OnMouseMove/Handle
|
|
// on the same frame it is made visible via a PlacementState change.
|
|
AlwaysPresent = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Signals that the placement has started.
|
|
/// </summary>
|
|
/// <param name="commitStart">Whether this call is committing a value and continuing with further adjustments.</param>
|
|
protected virtual void BeginPlacement(bool commitStart = false)
|
|
{
|
|
if (commitStart)
|
|
PlacementActive = PlacementState.Active;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Signals that the placement of <see cref="HitObject"/> has finished.
|
|
/// This will destroy this <see cref="PlacementBlueprint"/>, and commit the changes.
|
|
/// </summary>
|
|
/// <param name="commit">Whether the changes should be committed. Note that a commit may fail if <see cref="IsValidForPlacement"/> is <c>false</c>.</param>
|
|
public virtual void EndPlacement(bool commit)
|
|
{
|
|
switch (PlacementActive)
|
|
{
|
|
case PlacementState.Finished:
|
|
return;
|
|
|
|
case PlacementState.Waiting:
|
|
// ensure placement was started before ending to make state handling simpler.
|
|
BeginPlacement();
|
|
break;
|
|
}
|
|
|
|
PlacementActive = PlacementState.Finished;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines which objects to snap to for the snap result in <see cref="UpdateTimeAndPosition"/>.
|
|
/// </summary>
|
|
public virtual SnapType SnapType => SnapType.All;
|
|
|
|
/// <summary>
|
|
/// Updates the time and position of this <see cref="PlacementBlueprint"/> based on the provided snap information.
|
|
/// </summary>
|
|
/// <param name="result">The snap result information.</param>
|
|
public virtual void UpdateTimeAndPosition(SnapResult result)
|
|
{
|
|
}
|
|
|
|
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
|
|
{
|
|
if (PlacementActive == PlacementState.Waiting)
|
|
return false;
|
|
|
|
switch (e.Action)
|
|
{
|
|
case GlobalAction.Back:
|
|
EndPlacement(false);
|
|
return true;
|
|
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
|
|
{
|
|
}
|
|
|
|
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
|
|
|
|
protected override bool Handle(UIEvent e)
|
|
{
|
|
base.Handle(e);
|
|
|
|
switch (e)
|
|
{
|
|
case ScrollEvent:
|
|
return false;
|
|
|
|
case DoubleClickEvent:
|
|
return false;
|
|
|
|
case MouseButtonEvent mouse:
|
|
// placement blueprints should generally block mouse from reaching underlying components (ie. performing clicks on interface buttons).
|
|
return mouse.Button == MouseButton.Left || PlacementActive == PlacementState.Active;
|
|
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
public enum PlacementState
|
|
{
|
|
Waiting,
|
|
Active,
|
|
Finished
|
|
}
|
|
}
|
|
}
|