2018-03-12 17:33:10 +09:00

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