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osu-lazer/osu.Game/Rulesets/Edit/HitObjectComposer.cs

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// 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;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Logging;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Configuration;
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using osu.Game.Rulesets.Edit.Tools;
using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Edit.Screens.Compose.Layers;
using osu.Game.Screens.Edit.Screens.Compose.RadioButtons;
namespace osu.Game.Rulesets.Edit
{
public abstract class HitObjectComposer : CompositeDrawable
{
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public IEnumerable<DrawableHitObject> HitObjects => rulesetContainer.Playfield.AllHitObjects;
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protected readonly Ruleset Ruleset;
protected readonly IBindable<WorkingBeatmap> Beatmap = new Bindable<WorkingBeatmap>();
protected IRulesetConfigManager Config { get; private set; }
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private readonly List<Container> layerContainers = new List<Container>();
private EditRulesetContainer rulesetContainer;
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private HitObjectMaskLayer maskLayer;
private PlacementContainer placementContainer;
internal HitObjectComposer(Ruleset ruleset)
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{
Ruleset = ruleset;
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RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
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private void load(IBindableBeatmap beatmap, IFrameBasedClock framedClock)
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{
Beatmap.BindTo(beatmap);
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try
{
rulesetContainer = CreateRulesetContainer();
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rulesetContainer.Clock = framedClock;
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}
catch (Exception e)
{
Logger.Error(e, "Could not load beatmap sucessfully!");
return;
}
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var layerBelowRuleset = CreateLayerContainer();
layerBelowRuleset.Child = new BorderLayer { RelativeSizeAxes = Axes.Both };
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var layerAboveRuleset = CreateLayerContainer();
layerAboveRuleset.Children = new Drawable[]
{
maskLayer = new HitObjectMaskLayer(),
placementContainer = new PlacementContainer(),
};
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layerContainers.Add(layerBelowRuleset);
layerContainers.Add(layerAboveRuleset);
RadioButtonCollection toolboxCollection;
InternalChild = new GridContainer
{
RelativeSizeAxes = Axes.Both,
Content = new[]
{
new Drawable[]
{
new FillFlowContainer
{
Name = "Sidebar",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Right = 10 },
Children = new Drawable[]
{
new ToolboxGroup { Child = toolboxCollection = new RadioButtonCollection { RelativeSizeAxes = Axes.X } }
}
},
new Container
{
Name = "Content",
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
layerBelowRuleset,
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rulesetContainer,
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layerAboveRuleset
}
}
},
},
ColumnDimensions = new[]
{
new Dimension(GridSizeMode.Absolute, 200),
}
};
toolboxCollection.Items =
CompositionTools.Select(t => new RadioButton(t.Name, () => placementContainer.CurrentTool = t))
.Prepend(new RadioButton("Select", () => placementContainer.CurrentTool = null))
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.ToList();
toolboxCollection.Items[0].Select();
}
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
{
var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
dependencies.CacheAs(this);
Config = dependencies.Get<RulesetConfigCache>().GetConfigFor(Ruleset);
return dependencies;
}
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protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
layerContainers.ForEach(l =>
{
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l.Anchor = rulesetContainer.Playfield.Anchor;
l.Origin = rulesetContainer.Playfield.Origin;
l.Position = rulesetContainer.Playfield.Position;
l.Size = rulesetContainer.Playfield.Size;
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});
}
/// <summary>
/// Adds a <see cref="HitObject"/> to the <see cref="Beatmaps.Beatmap"/> and visualises it.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> to add.</param>
public void Add(HitObject hitObject)
{
maskLayer.AddMaskFor(rulesetContainer.Add(hitObject));
placementContainer.Refresh();
}
internal abstract EditRulesetContainer CreateRulesetContainer();
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protected abstract IReadOnlyList<HitObjectCompositionTool> CompositionTools { get; }
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/// <summary>
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/// Creates a <see cref="SelectionMask"/> for a specific <see cref="DrawableHitObject"/>.
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/// </summary>
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to create the overlay for.</param>
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public virtual SelectionMask CreateMaskFor(DrawableHitObject hitObject) => null;
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/// <summary>
/// Creates a <see cref="MaskSelection"/> which outlines <see cref="DrawableHitObject"/>s
/// and handles hitobject pattern adjustments.
/// </summary>
public virtual MaskSelection CreateMaskSelection() => new MaskSelection();
/// <summary>
/// Creates a <see cref="ScalableContainer"/> which provides a layer above or below the <see cref="Playfield"/>.
/// </summary>
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protected virtual Container CreateLayerContainer() => new Container { RelativeSizeAxes = Axes.Both };
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}
public abstract class HitObjectComposer<TObject> : HitObjectComposer
where TObject : HitObject
{
protected HitObjectComposer(Ruleset ruleset)
: base(ruleset)
{
}
internal override EditRulesetContainer CreateRulesetContainer()
=> new EditRulesetContainer<TObject>(CreateRulesetContainer(Ruleset, Beatmap.Value));
protected abstract RulesetContainer<TObject> CreateRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap);
}
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}