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osu-lazer/osu.Game/Screens/Edit/Editor.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System;
using System.Collections.Generic;
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Graphics.Cursor;
using osu.Game.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
using osu.Game.Online.API;
using osu.Game.Overlays;
using osu.Game.Rulesets.Edit;
using osu.Game.Screens.Edit.Components;
using osu.Game.Screens.Edit.Components.Menus;
using osu.Game.Screens.Edit.Components.Timelines.Summary;
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using osu.Game.Screens.Edit.Compose;
using osu.Game.Screens.Edit.Design;
using osu.Game.Screens.Edit.Setup;
using osu.Game.Screens.Edit.Timing;
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using osu.Game.Screens.Play;
using osu.Game.Users;
using osuTK.Graphics;
using osuTK.Input;
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namespace osu.Game.Screens.Edit
{
[Cached(typeof(IBeatSnapProvider))]
public class Editor : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>, IKeyBindingHandler<PlatformAction>, IBeatSnapProvider
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{
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public override float BackgroundParallaxAmount => 0.1f;
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public override bool AllowBackButton => false;
public override bool HideOverlaysOnEnter => true;
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public override bool DisallowExternalBeatmapRulesetChanges => true;
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public override bool AllowRateAdjustments => false;
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public bool HasUnsavedChanges => lastSavedHash != changeHandler.CurrentStateHash;
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[Resolved]
private BeatmapManager beatmapManager { get; set; }
[Resolved(canBeNull: true)]
private DialogOverlay dialogOverlay { get; set; }
private bool exitConfirmed;
private string lastSavedHash;
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private Box bottomBackground;
private Container screenContainer;
private EditorScreen currentScreen;
private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor();
private EditorClock clock;
private IBeatmap playableBeatmap;
private EditorBeatmap editorBeatmap;
private EditorChangeHandler changeHandler;
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private DependencyContainer dependencies;
protected override UserActivity InitialActivity => new UserActivity.Editing(Beatmap.Value.BeatmapInfo);
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
=> dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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[Resolved]
private IAPIProvider api { get; set; }
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[BackgroundDependencyLoader]
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private void load(OsuColour colours, GameHost host)
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{
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beatDivisor.Value = Beatmap.Value.BeatmapInfo.BeatDivisor;
beatDivisor.BindValueChanged(divisor => Beatmap.Value.BeatmapInfo.BeatDivisor = divisor.NewValue);
// Todo: should probably be done at a DrawableRuleset level to share logic with Player.
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var sourceClock = (IAdjustableClock)Beatmap.Value.Track ?? new StopwatchClock();
clock = new EditorClock(Beatmap.Value, beatDivisor) { IsCoupled = false };
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clock.ChangeSource(sourceClock);
dependencies.CacheAs(clock);
AddInternal(clock);
// todo: remove caching of this and consume via editorBeatmap?
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dependencies.Cache(beatDivisor);
bool isNewBeatmap = false;
if (Beatmap.Value is DummyWorkingBeatmap)
{
isNewBeatmap = true;
Beatmap.Value = beatmapManager.CreateNew(Ruleset.Value, api.LocalUser.Value);
}
try
{
playableBeatmap = Beatmap.Value.GetPlayableBeatmap(Beatmap.Value.BeatmapInfo.Ruleset);
}
catch (Exception e)
{
Logger.Error(e, "Could not load beatmap successfully!");
// couldn't load, hard abort!
this.Exit();
return;
}
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AddInternal(editorBeatmap = new EditorBeatmap(playableBeatmap, Beatmap.Value.Skin));
dependencies.CacheAs(editorBeatmap);
changeHandler = new EditorChangeHandler(editorBeatmap);
dependencies.CacheAs<IEditorChangeHandler>(changeHandler);
updateLastSavedHash();
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EditorMenuBar menuBar;
OsuMenuItem undoMenuItem;
OsuMenuItem redoMenuItem;
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var fileMenuItems = new List<MenuItem>
{
new EditorMenuItem("Save", MenuItemType.Standard, saveBeatmap)
};
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if (RuntimeInfo.IsDesktop)
fileMenuItems.Add(new EditorMenuItem("Export package", MenuItemType.Standard, exportBeatmap));
fileMenuItems.Add(new EditorMenuItemSpacer());
fileMenuItems.Add(new EditorMenuItem("Exit", MenuItemType.Standard, this.Exit));
AddInternal(new OsuContextMenuContainer
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{
RelativeSizeAxes = Axes.Both,
Children = new[]
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{
new Container
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{
Name = "Screen container",
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RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Top = 40, Bottom = 60 },
Child = screenContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Masking = true
}
},
new Container
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{
Name = "Top bar",
RelativeSizeAxes = Axes.X,
Height = 40,
Child = menuBar = new EditorMenuBar
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{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
RelativeSizeAxes = Axes.Both,
Mode = { Value = isNewBeatmap ? EditorScreenMode.SongSetup : EditorScreenMode.Compose },
Items = new[]
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{
new MenuItem("File")
{
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Items = fileMenuItems
},
new MenuItem("Edit")
{
Items = new[]
{
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undoMenuItem = new EditorMenuItem("Undo", MenuItemType.Standard, Undo),
redoMenuItem = new EditorMenuItem("Redo", MenuItemType.Standard, Redo)
}
}
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}
}
},
new Container
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{
Name = "Bottom bar",
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
RelativeSizeAxes = Axes.X,
Height = 60,
Children = new Drawable[]
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{
bottomBackground = new Box { RelativeSizeAxes = Axes.Both },
new Container
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{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Vertical = 5, Horizontal = 10 },
Child = new GridContainer
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{
RelativeSizeAxes = Axes.Both,
ColumnDimensions = new[]
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{
new Dimension(GridSizeMode.Absolute, 220),
new Dimension(),
new Dimension(GridSizeMode.Absolute, 220)
},
Content = new[]
{
new Drawable[]
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{
new Container
{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Right = 10 },
Child = new TimeInfoContainer { RelativeSizeAxes = Axes.Both },
},
new SummaryTimeline
{
RelativeSizeAxes = Axes.Both,
},
new Container
{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Left = 10 },
Child = new PlaybackControl { RelativeSizeAxes = Axes.Both },
}
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},
}
},
}
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}
},
}
});
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changeHandler.CanUndo.BindValueChanged(v => undoMenuItem.Action.Disabled = !v.NewValue, true);
changeHandler.CanRedo.BindValueChanged(v => redoMenuItem.Action.Disabled = !v.NewValue, true);
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menuBar.Mode.ValueChanged += onModeChanged;
bottomBackground.Colour = colours.Gray2;
}
protected override void Update()
{
base.Update();
clock.ProcessFrame();
}
public bool OnPressed(PlatformAction action)
{
switch (action.ActionType)
{
case PlatformActionType.Undo:
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Undo();
return true;
case PlatformActionType.Redo:
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Redo();
return true;
case PlatformActionType.Save:
saveBeatmap();
return true;
}
return false;
}
public void OnReleased(PlatformAction action)
{
}
protected override bool OnKeyDown(KeyDownEvent e)
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{
switch (e.Key)
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{
case Key.Left:
seek(e, -1);
return true;
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case Key.Right:
seek(e, 1);
return true;
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}
return base.OnKeyDown(e);
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}
private double scrollAccumulation;
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protected override bool OnScroll(ScrollEvent e)
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{
const double precision = 1;
double scrollComponent = e.ScrollDelta.X + e.ScrollDelta.Y;
double scrollDirection = Math.Sign(scrollComponent);
// this is a special case to handle the "pivot" scenario.
// if we are precise scrolling in one direction then change our mind and scroll backwards,
// the existing accumulation should be applied in the inverse direction to maintain responsiveness.
if (scrollAccumulation != 0 && Math.Sign(scrollAccumulation) != scrollDirection)
scrollAccumulation = scrollDirection * (precision - Math.Abs(scrollAccumulation));
scrollAccumulation += scrollComponent * (e.IsPrecise ? 0.1 : 1);
// because we are doing snapped seeking, we need to add up precise scrolls until they accumulate to an arbitrary cut-off.
while (Math.Abs(scrollAccumulation) >= precision)
{
if (scrollAccumulation > 0)
seek(e, -1);
else
seek(e, 1);
scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision);
}
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return true;
}
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public bool OnPressed(GlobalAction action)
{
if (action == GlobalAction.Back)
{
// as we don't want to display the back button, manual handling of exit action is required.
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this.Exit();
return true;
}
return false;
}
public void OnReleased(GlobalAction action)
{
}
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public override void OnEntering(IScreen last)
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{
base.OnEntering(last);
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// todo: temporary. we want to be applying dim using the UserDimContainer eventually.
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Background.FadeColour(Color4.DarkGray, 500);
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Background.EnableUserDim.Value = false;
Background.BlurAmount.Value = 0;
resetTrack(true);
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}
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public override bool OnExiting(IScreen next)
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{
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if (!exitConfirmed && dialogOverlay != null && HasUnsavedChanges)
{
dialogOverlay?.Push(new PromptForSaveDialog(confirmExit, confirmExitWithSave));
return true;
}
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Background.FadeColour(Color4.White, 500);
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resetTrack();
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return base.OnExiting(next);
}
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private void confirmExitWithSave()
{
exitConfirmed = true;
saveBeatmap();
this.Exit();
}
private void confirmExit()
{
exitConfirmed = true;
this.Exit();
}
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protected void Undo() => changeHandler.RestoreState(-1);
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protected void Redo() => changeHandler.RestoreState(1);
private void resetTrack(bool seekToStart = false)
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{
Beatmap.Value.Track?.Stop();
if (seekToStart)
{
double targetTime = 0;
if (Beatmap.Value.Beatmap.HitObjects.Count > 0)
{
// seek to one beat length before the first hitobject
targetTime = Beatmap.Value.Beatmap.HitObjects[0].StartTime;
targetTime -= Beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(targetTime).BeatLength;
}
clock.Seek(Math.Max(0, targetTime));
}
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}
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private void onModeChanged(ValueChangedEvent<EditorScreenMode> e)
{
currentScreen?.Exit();
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switch (e.NewValue)
{
case EditorScreenMode.SongSetup:
currentScreen = new SetupScreen();
break;
case EditorScreenMode.Compose:
currentScreen = new ComposeScreen();
break;
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case EditorScreenMode.Design:
currentScreen = new DesignScreen();
break;
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case EditorScreenMode.Timing:
currentScreen = new TimingScreen();
break;
}
LoadComponentAsync(currentScreen, newScreen =>
{
if (newScreen == currentScreen)
screenContainer.Add(newScreen);
});
}
private void seek(UIEvent e, int direction)
{
double amount = e.ShiftPressed ? 2 : 1;
if (direction < 1)
clock.SeekBackward(!clock.IsRunning, amount);
else
clock.SeekForward(!clock.IsRunning, amount);
}
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private void saveBeatmap()
{
// apply any set-level metadata changes.
beatmapManager.Update(playableBeatmap.BeatmapInfo.BeatmapSet);
// save the loaded beatmap's data stream.
beatmapManager.Save(playableBeatmap.BeatmapInfo, editorBeatmap, editorBeatmap.BeatmapSkin);
updateLastSavedHash();
}
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private void exportBeatmap()
{
saveBeatmap();
beatmapManager.Export(Beatmap.Value.BeatmapSetInfo);
}
private void updateLastSavedHash()
{
lastSavedHash = changeHandler.CurrentStateHash;
}
public double SnapTime(double time, double? referenceTime) => editorBeatmap.SnapTime(time, referenceTime);
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public double GetBeatLengthAtTime(double referenceTime) => editorBeatmap.GetBeatLengthAtTime(referenceTime);
public int BeatDivisor => beatDivisor.Value;
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}
}