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100 lines
3.3 KiB
C#
100 lines
3.3 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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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.Shapes;
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using osu.Framework.Input;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit.Types;
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using osu.Game.Rulesets.Objects.Drawables;
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using OpenTK;
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namespace osu.Game.Rulesets.Edit.Layers.Selection
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{
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/// <summary>
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/// A box which encloses <see cref="DrawableHitObject"/>s.
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/// </summary>
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public class SelectionOverlay : VisibilityContainer
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{
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private readonly IReadOnlyList<HitObjectOverlay> overlays;
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public SelectionOverlay(IReadOnlyList<HitObjectOverlay> overlays)
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{
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this.overlays = overlays;
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Masking = true;
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BorderThickness = SelectionBox.BORDER_RADIUS;
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InternalChild = new Box
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{
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RelativeSizeAxes = Axes.Both,
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AlwaysPresent = true,
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Alpha = 0
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};
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State = Visibility.Visible;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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BorderColour = colours.Yellow;
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}
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protected override void Update()
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{
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base.Update();
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// Todo: We might need to optimise this
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// Move the rectangle to cover the hitobjects
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var topLeft = new Vector2(float.MaxValue, float.MaxValue);
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var bottomRight = new Vector2(float.MinValue, float.MinValue);
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foreach (var obj in overlays)
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{
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topLeft = Vector2.ComponentMin(topLeft, Parent.ToLocalSpace(obj.HitObject.SelectionQuad.TopLeft));
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bottomRight = Vector2.ComponentMax(bottomRight, Parent.ToLocalSpace(obj.HitObject.SelectionQuad.BottomRight));
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}
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topLeft -= new Vector2(5);
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bottomRight += new Vector2(5);
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Size = bottomRight - topLeft;
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Position = topLeft;
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}
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public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => overlays.Any(o => o.ReceiveMouseInputAt(screenSpacePos));
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args) => true;
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protected override bool OnDragStart(InputState state) => true;
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protected override bool OnDrag(InputState state)
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{
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// Todo: Various forms of snapping
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foreach (var hitObject in overlays.Select(o => o.HitObject.HitObject))
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{
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switch (hitObject)
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{
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case IHasEditablePosition editablePosition:
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editablePosition.OffsetPosition(state.Mouse.Delta);
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break;
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}
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}
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return true;
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}
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protected override bool OnDragEnd(InputState state) => true;
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public override bool DisposeOnDeathRemoval => true;
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protected override void PopIn() => this.FadeIn();
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protected override void PopOut() => this.FadeOut();
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}
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}
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