using UnityEngine;
using UnityEngine.UI;
using HeavenStudio.Util;
using HeavenStudio.Editor.Track;
using DG.Tweening;
using System;
namespace HeavenStudio.Editor
{
public class BoxSelection : MonoBehaviour
{
///
/// Are we currently drag selecting?
///
public bool ActivelySelecting { get; private set; } = false;
// private Vector2 startPosition = Vector2.zero;
// private Vector2 endPosition = Vector2.zero;
private double startBeat, endBeat;
private int startTrack, endTrack;
private bool validClick = false;
[SerializeField] private RectTransform boxVisual;
private CanvasGroup boxGroup;
private TMPro.TMP_Text sizeText;
public static BoxSelection instance { get; private set; }
private void Start()
{
instance = this;
Color boxCol = EditorTheme.theme.properties.BoxSelectionCol.Hex2RGB();
boxVisual.GetChild(0).GetComponent().color = new Color(boxCol.r, boxCol.g, boxCol.b, 0.3f);
boxVisual.GetChild(0).GetChild(0).GetComponent().color = EditorTheme.theme.properties.BoxSelectionOutlineCol.Hex2RGB();
sizeText = boxVisual.GetChild(0).GetChild(1).GetComponent();
sizeText.text = string.Empty;
boxGroup = boxVisual.GetComponent();
}
public void LayerSelectUpdate()
{
if (Input.GetMouseButtonDown(0))
{
if (!Timeline.instance.MouseInTimeline || TimelineBlockManager.Instance.InteractingWithEvents || Conductor.instance.NotStopped())
{
return;
}
validClick = true;
startBeat = Math.Max(Timeline.instance.MousePos2Beat, 0);
startTrack = Mathf.RoundToInt(Timeline.instance.MousePos2Layer);
boxGroup.DOKill();
boxGroup.alpha = 1.0f;
}
if (!validClick) return;
Vector2 startPos = new Vector2((float)startBeat, startTrack);
Vector2 endPos = Vector2.zero;
if (Input.GetMouseButton(0))
{
endBeat = Math.Max(Timeline.instance.MousePos2Beat, 0);
endTrack = Mathf.RoundToInt(Timeline.instance.MousePos2Layer);
startPos = new Vector2((float)startBeat, Mathf.Clamp(startTrack, 0, Timeline.instance.LayerCount) + (endTrack >= startTrack ? 0 : 1));
endPos = new Vector2((float)endBeat, Mathf.Clamp(endTrack, 0, Timeline.instance.LayerCount) + (endTrack >= startTrack ? 1 : 0));
ActivelySelecting = true;
if (Conductor.instance.NotStopped())
{
validClick = false;
boxGroup.DOFade(0.0f, 0.3f).SetEase(Ease.OutExpo);
ActivelySelecting = false;
return;
}
}
var start = new Vector2(Mathf.Min(startPos.x, endPos.x),
Mathf.Min(startPos.y, endPos.y));
var end = new Vector2(Mathf.Max(startPos.x, endPos.x),
Mathf.Max(startPos.y, endPos.y));
if (Input.GetMouseButtonUp(0))
{
validClick = false;
boxGroup.DOFade(0.0f, 0.3f).SetEase(Ease.OutExpo);
ActivelySelecting = false;
return;
}
boxVisual.anchoredPosition = new Vector2(start.x * Timeline.instance.PixelsPerBeat, Timeline.instance.LayerToY(Mathf.FloorToInt(start.y)));
boxVisual.sizeDelta = new Vector2((end.x - start.x) * Timeline.instance.PixelsPerBeat,
(end.y - start.y) * Timeline.instance.LayerHeight());
var boxLength = end.x - start.x;
if (boxLength > 0.01f)
sizeText.text = (boxLength).ToString("F");
else
sizeText.text = string.Empty;
// Keeps the text always in view
var sizeTextLeft = Timeline.instance.leftSide - start.x;
sizeTextLeft = Mathf.Max(sizeTextLeft, 0);
var sizeTextRight = -(Timeline.instance.rightSide - end.x);
sizeTextRight = Mathf.Max(sizeTextRight, 0);
var sizeTextTop = Timeline.instance.topSide - start.y;
sizeTextTop = Mathf.Max(sizeTextTop, 0);
var sizeTextBottom = -(Timeline.instance.bottomSide - end.y);
sizeTextBottom = Mathf.Max(sizeTextBottom, 0);
sizeText.rectTransform.offsetMin = new Vector2(sizeTextLeft * Timeline.instance.PixelsPerBeat, -sizeTextTop * Timeline.instance.LayerHeight());
sizeText.rectTransform.offsetMax = new Vector2(-sizeTextRight * Timeline.instance.PixelsPerBeat, sizeTextBottom * Timeline.instance.LayerHeight());
double finalStartBeat = startBeat, finalEndBeat = endBeat;
int finalStartTrack = startTrack, finalEndTrack = endTrack;
if (finalEndBeat < finalStartBeat)
{
var temp = finalStartBeat;
finalStartBeat = finalEndBeat;
finalEndBeat = temp;
}
if (finalEndTrack < finalStartTrack)
{
var temp = finalStartTrack;
finalStartTrack = finalEndTrack;
finalEndTrack = temp;
}
Select(finalStartBeat, finalEndBeat, finalStartTrack, finalEndTrack);
}
///
/// Selects the entity markers within the specified range.
///
/// The starting beat of the selection range.
/// The ending beat of the selection range.
/// The starting track of the selection range.
/// The ending track of the selection range.
private void Select(double startBeat, double endBeat, int startTrack, int endTrack)
{
// This doesn't take into account blocks the user cannot see, this is intentional.
// minenice: not ideal though, eventually make this select riq entities instead of timeline objects
foreach (var marker in TimelineBlockManager.Instance.EntityMarkers.Values)
{
if (marker.BoxSelectOverlapping(startBeat, endBeat, startTrack, endTrack))
{
if (!marker.selected)
Selections.instance.DragSelect(marker);
}
else
{
if (marker.selected && !Input.GetKey(KeyCode.LeftShift))
Selections.instance.Deselect(marker);
}
}
}
}
}