Path: blob/master/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs
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// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System.Collections.Generic; using System.Collections.Specialized; using System.Diagnostics; using System.Linq; using JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Input; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Game.Graphics.UserInterface; using osu.Game.Input.Bindings; using osu.Game.Rulesets.Edit; using osuTK; using osuTK.Input; namespace osu.Game.Screens.Edit.Compose.Components { /// <summary> /// A container which provides a "blueprint" display of items. /// Includes selection and manipulation support via a <see cref="Components.SelectionHandler{T}"/>. /// </summary> public abstract partial class BlueprintContainer<T> : CompositeDrawable, IKeyBindingHandler<PlatformAction>, IKeyBindingHandler<GlobalAction> where T : class { protected DragBox DragBox { get; private set; } public SelectionBlueprintContainer SelectionBlueprints { get; private set; } public partial class SelectionBlueprintContainer : Container<SelectionBlueprint<T>> { public new virtual void ChangeChildDepth(SelectionBlueprint<T> child, float newDepth) => base.ChangeChildDepth(child, newDepth); } public SelectionHandler<T> SelectionHandler { get; private set; } private readonly Dictionary<T, SelectionBlueprint<T>> blueprintMap = new Dictionary<T, SelectionBlueprint<T>>(); [Resolved(CanBeNull = true)] private IEditorChangeHandler changeHandler { get; set; } protected readonly BindableList<T> SelectedItems = new BindableList<T>(); protected BlueprintContainer() { RelativeSizeAxes = Axes.Both; } [BackgroundDependencyLoader] private void load() { SelectedItems.CollectionChanged += (_, args) => { switch (args.Action) { case NotifyCollectionChangedAction.Add: Debug.Assert(args.NewItems != null); foreach (object o in args.NewItems) { if (blueprintMap.TryGetValue((T)o, out var blueprint)) blueprint.Select(); } break; case NotifyCollectionChangedAction.Remove: Debug.Assert(args.OldItems != null); foreach (object o in args.OldItems) { if (blueprintMap.TryGetValue((T)o, out var blueprint)) blueprint.Deselect(); } break; } }; SelectionHandler = CreateSelectionHandler(); SelectionHandler.SelectedItems.BindTo(SelectedItems); AddRangeInternal(new[] { DragBox = CreateDragBox(), SelectionHandler, SelectionBlueprints = CreateSelectionBlueprintContainer(), SelectionHandler.CreateProxy(), DragBox.CreateProxy().With(p => p.Depth = float.MinValue) }); } protected virtual SelectionBlueprintContainer CreateSelectionBlueprintContainer() => new SelectionBlueprintContainer { RelativeSizeAxes = Axes.Both }; /// <summary> /// Creates a <see cref="Components.SelectionHandler{T}"/> which outlines items and handles movement of selections. /// </summary> protected abstract SelectionHandler<T> CreateSelectionHandler(); /// <summary> /// Creates a <see cref="SelectionBlueprint{T}"/> for a specific item. /// </summary> /// <param name="item">The item to create the overlay for.</param> [CanBeNull] protected virtual SelectionBlueprint<T> CreateBlueprintFor(T item) => null; protected virtual DragBox CreateDragBox() => new DragBox(); protected override bool OnMouseDown(MouseDownEvent e) { bool handled = performMouseDownActions(e); bool movementPossible = prepareSelectionMovement(e); if (SelectedItems.Any()) { // if there is a selection and there are no modifiers pressed, don't block so the context menu still shows. bool shouldShowContextMenu = e.Button == MouseButton.Right && !e.ShiftPressed && !e.AltPressed && !e.SuperPressed; return !shouldShowContextMenu; } if (handled) return true; // even if a selection didn't occur, a drag event may still move the selection. return e.Button == MouseButton.Left && movementPossible; } protected SelectionBlueprint<T> ClickedBlueprint { get; private set; } protected override bool OnClick(ClickEvent e) { if (e.Button == MouseButton.Right) return false; // store for double-click handling ClickedBlueprint = SelectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered); // Deselection should only occur if no selected blueprints are hovered // A special case for when a blueprint was selected via this click is added since OnClick() may occur outside the item and should not trigger deselection if (endClickSelection(e) || ClickedBlueprint != null) return true; DeselectAll(); return true; } protected override bool OnDoubleClick(DoubleClickEvent e) { if (e.Button == MouseButton.Right) return false; // ensure the blueprint which was hovered for the first click is still the hovered blueprint. if (ClickedBlueprint == null || SelectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered) != ClickedBlueprint) return false; doubleClickHandled = true; return true; } protected override void OnMouseUp(MouseUpEvent e) { // When an object is being dragged, ONLY a left MouseUpEvent should end the drag and finalize the changes caused by the drag. // Otherwise, other mouse inputs while a drag is occurring will cause change transactions to lock up. if (e.Button != MouseButton.Left) return; // Special case for when a drag happened instead of a click Schedule(() => { endClickSelection(e); clickSelectionHandled = false; doubleClickHandled = false; isDraggingBlueprint = false; wasDragStarted = false; }); finishSelectionMovement(); } private MouseButtonEvent lastDragEvent; protected override bool OnDragStart(DragStartEvent e) { if (e.Button == MouseButton.Right) return false; lastDragEvent = e; wasDragStarted = true; if (movementBlueprints != null) { isDraggingBlueprint = true; changeHandler?.BeginChange(); return true; } DragBox.HandleDrag(e); DragBox.Show(); selectionBeforeDrag.Clear(); if (e.ControlPressed) selectionBeforeDrag.UnionWith(SelectedItems); return true; } protected override void OnDrag(DragEvent e) { lastDragEvent = e; moveCurrentSelection(e); } protected override void OnDragEnd(DragEndEvent e) { lastDragEvent = null; if (isDraggingBlueprint) { DragOperationCompleted(); changeHandler?.EndChange(); } DragBox.Hide(); selectionBeforeDrag.Clear(); } protected override void Update() { base.Update(); if (lastDragEvent != null && DragBox.State == Visibility.Visible) { lastDragEvent.Target = this; DragBox.HandleDrag(lastDragEvent); UpdateSelectionFromDragBox(selectionBeforeDrag); } } /// <summary> /// Called whenever a drag operation completes, before any change transaction is committed. /// </summary> protected virtual void DragOperationCompleted() { } protected override bool OnKeyDown(KeyDownEvent e) { switch (e.Key) { case Key.Escape: if (!SelectionHandler.SelectedBlueprints.Any()) return false; DeselectAll(); return true; } return false; } public bool OnPressed(KeyBindingPressEvent<PlatformAction> e) { if (e.Repeat) return false; switch (e.Action) { case PlatformAction.SelectAll: SelectAll(); return true; } return false; } public void OnReleased(KeyBindingReleaseEvent<PlatformAction> e) { } public bool OnPressed(KeyBindingPressEvent<GlobalAction> e) { if (e.Repeat) return false; switch (e.Action) { case GlobalAction.Back: if (SelectedItems.Count > 0) { DeselectAll(); return true; } break; } return false; } public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e) { } #region Blueprint Addition/Removal protected virtual void AddBlueprintFor(T item) { if (blueprintMap.ContainsKey(item)) return; var blueprint = CreateBlueprintFor(item); if (blueprint == null) return; blueprintMap[item] = blueprint; blueprint.Selected += OnBlueprintSelected; blueprint.Deselected += OnBlueprintDeselected; SelectionBlueprints.Add(blueprint); if (SelectionHandler.SelectedItems.Contains(item)) blueprint.Select(); OnBlueprintAdded(blueprint.Item); } protected void RemoveBlueprintFor(T item) { if (!blueprintMap.Remove(item, out var blueprintToRemove)) return; blueprintToRemove.Deselect(); blueprintToRemove.Selected -= OnBlueprintSelected; blueprintToRemove.Deselected -= OnBlueprintDeselected; SelectionBlueprints.Remove(blueprintToRemove, true); if (movementBlueprints?.Any(m => m.blueprint == blueprintToRemove) == true) finishSelectionMovement(); OnBlueprintRemoved(blueprintToRemove.Item); } /// <summary> /// Called after an item's blueprint has been added. /// </summary> /// <param name="item">The item for which the blueprint has been added.</param> protected virtual void OnBlueprintAdded(T item) { } /// <summary> /// Called after an item's blueprint has been removed. /// </summary> /// <param name="item">The item for which the blueprint has been removed.</param> protected virtual void OnBlueprintRemoved(T item) { } /// <summary> /// Retrieves an item's blueprint. /// </summary> /// <param name="item">The item to retrieve the blueprint of.</param> /// <returns>The blueprint.</returns> protected SelectionBlueprint<T> GetBlueprintFor(T item) => blueprintMap[item]; #endregion #region Selection /// <summary> /// Whether a blueprint was selected by a previous click event. /// </summary> private bool clickSelectionHandled; /// <summary> /// Whether a blueprint was double-clicked since last mouse down. /// </summary> private bool doubleClickHandled; /// <summary> /// Whether the selected blueprint(s) were already selected on mouse down. Generally used to perform selection cycling on mouse up in such a case. /// </summary> private bool selectedBlueprintAlreadySelectedOnMouseDown; /// <summary> /// Sorts the supplied <paramref name="blueprints"/> by the order of preference when making a selection. /// Blueprints at the start of the list will be prioritised over later items if the selection requested is ambiguous due to spatial overlap. /// </summary> protected virtual IEnumerable<SelectionBlueprint<T>> ApplySelectionOrder(IEnumerable<SelectionBlueprint<T>> blueprints) => blueprints.Reverse(); /// <summary> /// Attempts to select any hovered blueprints. /// </summary> /// <param name="e">The input event that triggered this selection.</param> /// <returns>Whether a selection was performed.</returns> private bool performMouseDownActions(MouseButtonEvent e) { // Iterate from the top of the input stack (blueprints closest to the front of the screen first). // Priority is given to already-selected blueprints. foreach (SelectionBlueprint<T> blueprint in SelectionBlueprints.AliveChildren.Where(b => b.IsSelected)) { if (runForBlueprint(blueprint)) return true; } foreach (SelectionBlueprint<T> blueprint in ApplySelectionOrder(SelectionBlueprints.AliveChildren)) { if (runForBlueprint(blueprint)) return true; } return false; bool runForBlueprint(SelectionBlueprint<T> blueprint) { if (!blueprint.IsHovered) return false; selectedBlueprintAlreadySelectedOnMouseDown = blueprint.State == SelectionState.Selected; clickSelectionHandled = SelectionHandler.MouseDownSelectionRequested(blueprint, e); return true; } } /// <summary> /// Finishes the current blueprint selection. /// </summary> /// <param name="e">The mouse event which triggered end of selection.</param> /// <returns> /// Whether the mouse event is considered to be fully handled. /// If the return value is <see langword="false"/>, the standard click / mouse up action will follow. /// </returns> private bool endClickSelection(MouseButtonEvent e) { // If already handled a selection, double-click, or drag, we don't want to perform a mouse up / click action. if (clickSelectionHandled || doubleClickHandled || isDraggingBlueprint || wasDragStarted) return true; if (e.Button != MouseButton.Left) return false; if (e.ControlPressed) { // Iterate from the top of the input stack (blueprints closest to the front of the screen first). // Priority is given to already-selected blueprints. foreach (SelectionBlueprint<T> blueprint in SelectionBlueprints.AliveChildren.Where(b => b.IsHovered).OrderByDescending(b => b.IsSelected)) return clickSelectionHandled = SelectionHandler.MouseUpSelectionRequested(blueprint, e); // can only be reached if there are no hovered blueprints. // in that case, we still want to suppress mouse up / click handling, because when control is pressed, // it is presumed we want to add to existing selection, not remove from it // (unless explicitly control-clicking a selected object, which is handled above). return true; } if (selectedBlueprintAlreadySelectedOnMouseDown && SelectedItems.Count == 1) { // If a click occurred and was handled by the currently selected blueprint but didn't result in a drag, // cycle between other blueprints which are also under the cursor. // The depth of blueprints is constantly changing (see above where selected blueprints are brought to the front). // For this logic, we want a stable sort order so we can correctly cycle, thus using the blueprintMap instead. IEnumerable<SelectionBlueprint<T>> cyclingSelectionBlueprints = ApplySelectionOrder(blueprintMap.Values); // If there's already a selection, let's start from the blueprint after the selection. cyclingSelectionBlueprints = cyclingSelectionBlueprints.SkipWhile(b => !b.IsSelected).Skip(1); // Add the blueprints from before the selection to the end of the enumerable to allow for cyclic selection. cyclingSelectionBlueprints = cyclingSelectionBlueprints.Concat(ApplySelectionOrder(blueprintMap.Values).TakeWhile(b => !b.IsSelected)); foreach (SelectionBlueprint<T> blueprint in cyclingSelectionBlueprints) { if (!blueprint.IsHovered) continue; // We are performing a mouse up, but selection handlers perform selection on mouse down, so we need to call that instead. return clickSelectionHandled = SelectionHandler.MouseDownSelectionRequested(blueprint, e); } } return false; } /// <summary> /// Select all blueprints in a selection area specified by <see cref="DragBox"/>. /// </summary> protected virtual void UpdateSelectionFromDragBox(HashSet<T> selectionBeforeDrag) { var quad = DragBox.Box.ScreenSpaceDrawQuad; foreach (var blueprint in SelectionBlueprints) { switch (blueprint.State) { case SelectionState.Selected: // Selection is preserved even after blueprint becomes dead. if (!quad.Contains(blueprint.ScreenSpaceSelectionPoint) && !selectionBeforeDrag.Contains(blueprint.Item)) blueprint.Deselect(); break; case SelectionState.NotSelected: if (blueprint.IsSelectable && quad.Contains(blueprint.ScreenSpaceSelectionPoint)) blueprint.Select(); break; } } } /// <summary> /// Select all currently-present items. /// </summary> protected abstract void SelectAll(); /// <summary> /// Deselect all selected items. /// </summary> protected void DeselectAll() => SelectedItems.Clear(); protected virtual void OnBlueprintSelected(SelectionBlueprint<T> blueprint) { SelectionHandler.HandleSelected(blueprint); SelectionBlueprints.ChangeChildDepth(blueprint, 1); } protected virtual void OnBlueprintDeselected(SelectionBlueprint<T> blueprint) { if (SelectionBlueprints.Contains(blueprint)) SelectionBlueprints.ChangeChildDepth(blueprint, 0); SelectionHandler.HandleDeselected(blueprint); } #endregion #region Selection Movement private (SelectionBlueprint<T> blueprint, Vector2[] originalSnapPositions)[] movementBlueprints; /// <summary> /// Whether a blueprint is currently being dragged. /// </summary> private bool isDraggingBlueprint; /// <summary> /// Whether a drag operation was started at all. /// </summary> private bool wasDragStarted; private readonly HashSet<T> selectionBeforeDrag = new HashSet<T>(); /// <summary> /// Attempts to begin the movement of any selected blueprints. /// </summary> /// <param name="e">The <see cref="MouseDownEvent"/> defining the beginning of a movement.</param> /// <returns>Whether a movement is possible.</returns> private bool prepareSelectionMovement(MouseDownEvent e) { if (e.Button == MouseButton.Right) return false; if (!SelectionHandler.SelectedBlueprints.Any()) return false; // Any selected blueprint that is hovered can begin the movement of the group, however only the first item (according to SortForMovement) is used for movement. // A special case is added for when a click selection occurred before the drag if (!clickSelectionHandled && !SelectionHandler.SelectedBlueprints.Any(b => b.IsHovered)) return false; // Movement is tracked from the blueprint of the earliest item, since it only makes sense to distance snap from that item movementBlueprints = SortForMovement(SelectionHandler.SelectedBlueprints).Select(b => (b, b.ScreenSpaceSnapPoints)).ToArray(); return true; } /// <summary> /// Apply sorting of selected blueprints before performing movement. Generally used to surface the "main" item to the beginning of the collection. /// </summary> /// <param name="blueprints">The blueprints to be moved.</param> /// <returns>Sorted blueprints.</returns> protected virtual IEnumerable<SelectionBlueprint<T>> SortForMovement(IReadOnlyList<SelectionBlueprint<T>> blueprints) => blueprints; /// <summary> /// Moves the current selected blueprints. /// </summary> /// <param name="e">The <see cref="DragEvent"/> defining the movement event.</param> /// <returns>Whether a movement was active.</returns> private bool moveCurrentSelection(DragEvent e) { if (movementBlueprints == null) return false; return TryMoveBlueprints(e, movementBlueprints); } protected abstract bool TryMoveBlueprints(DragEvent e, IList<(SelectionBlueprint<T> blueprint, Vector2[] originalSnapPositions)> blueprints); /// <summary> /// Finishes the current movement of selected blueprints. /// </summary> /// <returns>Whether a movement was active.</returns> private bool finishSelectionMovement() { if (movementBlueprints == null) return false; movementBlueprints = null; return true; } #endregion } }