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osu-lazer/osu.Game/Rulesets/Edit/HitObjectInspector.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.
using System.Linq;
using osu.Framework.Extensions.TypeExtensions;
using osu.Framework.Threading;
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using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Rulesets.Edit
{
internal partial class HitObjectInspector : EditorInspector
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{
protected override void LoadComplete()
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{
base.LoadComplete();
EditorBeatmap.SelectedHitObjects.CollectionChanged += (_, _) => updateInspectorText();
EditorBeatmap.TransactionBegan += updateInspectorText;
EditorBeatmap.TransactionEnded += updateInspectorText;
updateInspectorText();
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}
private ScheduledDelegate? rollingTextUpdate;
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private void updateInspectorText()
{
InspectorText.Clear();
rollingTextUpdate?.Cancel();
rollingTextUpdate = null;
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switch (EditorBeatmap.SelectedHitObjects.Count)
{
case 0:
AddValue("No selection");
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break;
case 1:
var selected = EditorBeatmap.SelectedHitObjects.Single();
AddHeader("Type");
AddValue($"{selected.GetType().ReadableName()}");
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AddHeader("Time");
AddValue($"{selected.StartTime:#,0.##}ms");
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switch (selected)
{
case IHasPosition pos:
AddHeader("Position");
AddValue($"x:{pos.X:#,0.##} y:{pos.Y:#,0.##}");
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break;
case IHasXPosition x:
AddHeader("Position");
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AddValue($"x:{x.X:#,0.##} ");
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break;
case IHasYPosition y:
AddHeader("Position");
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AddValue($"y:{y.Y:#,0.##}");
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break;
}
if (selected is IHasDistance distance)
{
AddHeader("Distance");
AddValue($"{distance.Distance:#,0.##}px");
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}
if (selected is IHasSliderVelocity sliderVelocity)
{
AddHeader("Slider Velocity");
AddValue($"{sliderVelocity.SliderVelocity:#,0.00}x");
}
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if (selected is IHasRepeats repeats)
{
AddHeader("Repeats");
AddValue($"{repeats.RepeatCount:#,0.##}");
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}
if (selected is IHasDuration duration)
{
AddHeader("End Time");
AddValue($"{duration.EndTime:#,0.##}ms");
AddHeader("Duration");
AddValue($"{duration.Duration:#,0.##}ms");
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}
// I'd hope there's a better way to do this, but I don't want to bind to each and every property above to watch for changes.
// This is a good middle-ground for the time being.
rollingTextUpdate ??= Scheduler.AddDelayed(updateInspectorText, 250);
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break;
default:
AddHeader("Selected Objects");
AddValue($"{EditorBeatmap.SelectedHitObjects.Count:#,0.##}");
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AddHeader("Start Time");
AddValue($"{EditorBeatmap.SelectedHitObjects.Min(o => o.StartTime):#,0.##}ms");
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AddHeader("End Time");
AddValue($"{EditorBeatmap.SelectedHitObjects.Max(o => o.GetEndTime()):#,0.##}ms");
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break;
}
}
}
}