osukey/osu.Game/Rulesets/Edit/HitObjectMask.cs
smoogipoo 6d4f94756e Rewrite the way drag + click selections happen
The general idea here is that we need the masks to handle mouse down events, as they need to handle the drag (mousedown -> drag immediately).

I've rewritten the editor selections to use events, as there are some 3 different components that handle/trigger selections in different ways.

1. All selections/deselections now propagate through `HitObjectMask.Select()`/`HitObjectMask.Deselect()`.
2. Components that react to changes in the selection bind to the masks' `Selected`/`Deselected` events, and track them/change their states locally.
3. Masks provide a `SingleSelectionRequested` event which is invoked on the mouse-down event. Various components bind to this event to perform state changes locally in this scenario.
4. `DragBox` now handles all drag input locally. It triggers `Select`/`Deselect` on the masks it needs to.
5. `SelectionBox` handles the display of itself locally.
6. `SelectionBox` handles movement of groups of masks locally.
7. `HitObjectMasks` handles movement of itself locally.
2018-03-29 22:07:23 +09:00

106 lines
3.5 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Input;
using osu.Game.Rulesets.Edit.Types;
using osu.Game.Rulesets.Objects.Drawables;
using OpenTK;
namespace osu.Game.Rulesets.Edit
{
/// <summary>
/// A mask placed above a <see cref="DrawableHitObject"/> adding editing functionality.
/// </summary>
public class HitObjectMask : VisibilityContainer
{
public event Action<HitObjectMask> Selected;
public event Action<HitObjectMask> Deselected;
public event Action<HitObjectMask> SingleSelectionRequested;
public readonly DrawableHitObject HitObject;
protected override bool ShouldBeAlive => HitObject.IsAlive || State == Visibility.Visible;
public override bool HandleMouseInput => true;
public HitObjectMask(DrawableHitObject hitObject)
{
HitObject = hitObject;
AlwaysPresent = true;
State = Visibility.Hidden;
}
/// <summary>
/// Selects this <see cref="HitObjectMask"/>, causing it to become visible.
/// </summary>
/// <returns>True if the <see cref="HitObjectMask"/> was selected. False if the <see cref="HitObjectMask"/> was already selected.</returns>
public bool Select()
{
if (State == Visibility.Visible)
return false;
Show();
Selected?.Invoke(this);
return true;
}
/// <summary>
/// Deselects this <see cref="HitObjectMask"/>, causing it to become invisible.
/// </summary>
/// <returns>True if the <see cref="HitObjectMask"/> was deselected. False if the <see cref="HitObjectMask"/> was already deselected.</returns>
public bool Deselect()
{
if (State == Visibility.Hidden)
return false;
Hide();
Deselected?.Invoke(this);
return true;
}
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
{
if (HitObject.IsPresent)
{
SingleSelectionRequested?.Invoke(this);
Select();
return true;
}
return false;
}
protected override bool OnDragStart(InputState state) => true;
protected override bool OnDrag(InputState state)
{
// Todo: Various forms of snapping
switch (HitObject.HitObject)
{
case IHasEditablePosition editablePosition:
editablePosition.OffsetPosition(state.Mouse.Delta);
break;
}
return true;
}
protected override bool OnDragEnd(InputState state) => true;
protected override void PopIn() => Alpha = 1;
protected override void PopOut() => Alpha = 0;
/// <summary>
/// The screen-space point that causes this <see cref="HitObjectMask"/> to be selected.
/// </summary>
public virtual Vector2 SelectionPoint => ScreenSpaceDrawQuad.Centre;
/// <summary>
/// The screen-space quad that outlines this <see cref="HitObjectMask"/> for selections.
/// </summary>
public virtual Quad SelectionQuad => ScreenSpaceDrawQuad;
}
}