Merge branch 'master' into blueprint-container-sorting

This commit is contained in:
Dean Herbert
2021-09-27 14:12:09 +09:00
committed by GitHub
8 changed files with 358 additions and 26 deletions

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@ -191,7 +191,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// <param name="blueprint">The blueprint.</param>
/// <param name="e">The mouse event responsible for selection.</param>
/// <returns>Whether a selection was performed.</returns>
internal bool MouseDownSelectionRequested(SelectionBlueprint<T> blueprint, MouseButtonEvent e)
internal virtual bool MouseDownSelectionRequested(SelectionBlueprint<T> blueprint, MouseButtonEvent e)
{
if (e.ShiftPressed && e.Button == MouseButton.Right)
{

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@ -1,13 +1,19 @@
// 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 System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Input.Bindings;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osuTK;
using osuTK.Input;
namespace osu.Game.Screens.Edit.Compose.Components.Timeline
{
@ -62,5 +68,62 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
EditorBeatmap.Update(h);
});
}
/// <summary>
/// The "pivot" object, used in range selection mode.
/// When in range selection, the range to select is determined by the pivot object
/// (last existing object interacted with prior to holding down Shift)
/// and by the object clicked last when Shift was pressed.
/// </summary>
[CanBeNull]
private HitObject pivot;
internal override bool MouseDownSelectionRequested(SelectionBlueprint<HitObject> blueprint, MouseButtonEvent e)
{
if (e.ShiftPressed && e.Button == MouseButton.Left && SelectedItems.Any())
{
handleRangeSelection(blueprint, e.ControlPressed);
return true;
}
bool result = base.MouseDownSelectionRequested(blueprint, e);
// ensure that the object wasn't removed by the base implementation before making it the new pivot.
if (EditorBeatmap.HitObjects.Contains(blueprint.Item))
pivot = blueprint.Item;
return result;
}
/// <summary>
/// Handles a request for range selection (triggered when Shift is held down).
/// </summary>
/// <param name="blueprint">The blueprint which was clicked in range selection mode.</param>
/// <param name="cumulative">
/// Whether the selection should be cumulative.
/// In cumulative mode, consecutive range selections will shift the pivot (which usually stays fixed for the duration of a range selection)
/// and will never deselect an object that was previously selected.
/// </param>
private void handleRangeSelection(SelectionBlueprint<HitObject> blueprint, bool cumulative)
{
var clickedObject = blueprint.Item;
Debug.Assert(pivot != null);
double rangeStart = Math.Min(clickedObject.StartTime, pivot.StartTime);
double rangeEnd = Math.Max(clickedObject.GetEndTime(), pivot.GetEndTime());
var newSelection = new HashSet<HitObject>(EditorBeatmap.HitObjects.Where(obj => isInRange(obj, rangeStart, rangeEnd)));
if (cumulative)
{
pivot = clickedObject;
newSelection.UnionWith(EditorBeatmap.SelectedHitObjects);
}
EditorBeatmap.SelectedHitObjects.Clear();
EditorBeatmap.SelectedHitObjects.AddRange(newSelection);
bool isInRange(HitObject hitObject, double start, double end)
=> hitObject.StartTime >= start && hitObject.GetEndTime() <= end;
}
}
}