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osu-lazer/osu.Game/Screens/Edit/Compose/Components/ComposeBlueprintContainer.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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#nullable disable
using System.Collections.Generic;
using System.Linq;
using Humanizer;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Input.Events;
using osu.Game.Audio;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Edit;
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.Objects.Types;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Edit.Components.TernaryButtons;
using osuTK;
using osuTK.Input;
namespace osu.Game.Screens.Edit.Compose.Components
{
/// <summary>
/// A blueprint container generally displayed as an overlay to a ruleset's playfield.
/// </summary>
public partial class ComposeBlueprintContainer : EditorBlueprintContainer
{
private readonly Container<PlacementBlueprint> placementBlueprintContainer;
protected new EditorSelectionHandler SelectionHandler => (EditorSelectionHandler)base.SelectionHandler;
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public PlacementBlueprint CurrentPlacement { get; private set; }
/// <remarks>
/// Positional input must be received outside the container's bounds,
/// in order to handle composer blueprints which are partially offscreen.
/// </remarks>
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
public ComposeBlueprintContainer(HitObjectComposer composer)
: base(composer)
{
placementBlueprintContainer = new Container<PlacementBlueprint>
{
RelativeSizeAxes = Axes.Both
};
}
[BackgroundDependencyLoader]
private void load()
{
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TernaryStates = CreateTernaryButtons().ToArray();
AddInternal(new DrawableRulesetDependenciesProvidingContainer(Composer.Ruleset)
{
Child = placementBlueprintContainer
});
}
protected override void LoadComplete()
{
base.LoadComplete();
Beatmap.HitObjectAdded += hitObjectAdded;
// updates to selected are handled for us by SelectionHandler.
NewCombo.BindTo(SelectionHandler.SelectionNewComboState);
// we are responsible for current placement blueprint updated based on state changes.
NewCombo.ValueChanged += _ => updatePlacementNewCombo();
// we own SelectionHandler so don't need to worry about making bindable copies (for simplicity)
foreach (var kvp in SelectionHandler.SelectionSampleStates)
{
kvp.Value.BindValueChanged(_ => updatePlacementSamples());
}
}
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protected override void TransferBlueprintFor(HitObject hitObject, DrawableHitObject drawableObject)
{
base.TransferBlueprintFor(hitObject, drawableObject);
var blueprint = (HitObjectSelectionBlueprint)GetBlueprintFor(hitObject);
blueprint.DrawableObject = drawableObject;
}
private bool nudgeMovementActive;
protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.ControlPressed)
{
switch (e.Key)
{
case Key.Left:
nudgeSelection(new Vector2(-1, 0));
return true;
case Key.Right:
nudgeSelection(new Vector2(1, 0));
return true;
case Key.Up:
nudgeSelection(new Vector2(0, -1));
return true;
case Key.Down:
nudgeSelection(new Vector2(0, 1));
return true;
}
}
return false;
}
protected override void OnKeyUp(KeyUpEvent e)
{
base.OnKeyUp(e);
if (nudgeMovementActive && !e.ControlPressed)
{
Beatmap.EndChange();
nudgeMovementActive = false;
}
}
/// <summary>
/// Move the current selection spatially by the specified delta, in gamefield coordinates (ie. the same coordinates as the blueprints).
/// </summary>
/// <param name="delta"></param>
private void nudgeSelection(Vector2 delta)
{
if (!nudgeMovementActive)
{
nudgeMovementActive = true;
Beatmap.BeginChange();
}
var firstBlueprint = SelectionHandler.SelectedBlueprints.FirstOrDefault();
if (firstBlueprint == null)
return;
// convert to game space coordinates
delta = firstBlueprint.ToScreenSpace(delta) - firstBlueprint.ToScreenSpace(Vector2.Zero);
SelectionHandler.HandleMovement(new MoveSelectionEvent<HitObject>(firstBlueprint, delta));
}
private void updatePlacementNewCombo()
{
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if (CurrentPlacement?.HitObject is IHasComboInformation c)
c.NewCombo = NewCombo.Value == TernaryState.True;
}
private void updatePlacementSamples()
{
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if (CurrentPlacement == null) return;
foreach (var kvp in SelectionHandler.SelectionSampleStates)
sampleChanged(kvp.Key, kvp.Value.Value);
}
private void sampleChanged(string sampleName, TernaryState state)
{
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if (CurrentPlacement == null) return;
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var samples = CurrentPlacement.HitObject.Samples;
var existingSample = samples.FirstOrDefault(s => s.Name == sampleName);
switch (state)
{
case TernaryState.False:
if (existingSample != null)
samples.Remove(existingSample);
break;
case TernaryState.True:
if (existingSample == null)
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samples.Add(new HitSampleInfo(sampleName));
break;
}
}
public readonly Bindable<TernaryState> NewCombo = new Bindable<TernaryState> { Description = "New Combo" };
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/// <summary>
/// A collection of states which will be displayed to the user in the toolbox.
/// </summary>
public TernaryButton[] TernaryStates { get; private set; }
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/// <summary>
/// Create all ternary states required to be displayed to the user.
/// </summary>
protected virtual IEnumerable<TernaryButton> CreateTernaryButtons()
{
//TODO: this should only be enabled (visible?) for rulesets that provide combo-supporting HitObjects.
yield return new TernaryButton(NewCombo, "New combo", () => new SpriteIcon { Icon = FontAwesome.Regular.DotCircle });
foreach (var kvp in SelectionHandler.SelectionSampleStates)
yield return new TernaryButton(kvp.Value, kvp.Key.Replace("hit", string.Empty).Titleize(), () => getIconForSample(kvp.Key));
}
private Drawable getIconForSample(string sampleName)
{
switch (sampleName)
{
case HitSampleInfo.HIT_CLAP:
return new SpriteIcon { Icon = FontAwesome.Solid.Hands };
case HitSampleInfo.HIT_WHISTLE:
return new SpriteIcon { Icon = FontAwesome.Solid.Bullhorn };
case HitSampleInfo.HIT_FINISH:
return new SpriteIcon { Icon = FontAwesome.Solid.DrumSteelpan };
}
return null;
}
#region Placement
/// <summary>
/// Refreshes the current placement tool.
/// </summary>
private void refreshTool()
{
removePlacement();
ensurePlacementCreated();
}
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private void updatePlacementPosition()
{
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var snapResult = Composer.FindSnappedPositionAndTime(InputManager.CurrentState.Mouse.Position);
// if no time was found from positional snapping, we should still quantize to the beat.
snapResult.Time ??= Beatmap.SnapTime(EditorClock.CurrentTime, null);
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CurrentPlacement.UpdateTimeAndPosition(snapResult);
}
#endregion
protected override void Update()
{
base.Update();
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if (CurrentPlacement != null)
{
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switch (CurrentPlacement.PlacementActive)
{
case PlacementBlueprint.PlacementState.Waiting:
if (!Composer.CursorInPlacementArea)
removePlacement();
break;
case PlacementBlueprint.PlacementState.Finished:
removePlacement();
break;
}
}
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if (Composer.CursorInPlacementArea)
ensurePlacementCreated();
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if (CurrentPlacement != null)
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updatePlacementPosition();
}
protected sealed override SelectionBlueprint<HitObject> CreateBlueprintFor(HitObject item)
{
var drawable = Composer.HitObjects.FirstOrDefault(d => d.HitObject == item);
if (drawable == null)
return null;
return CreateHitObjectBlueprintFor(item)?.With(b => b.DrawableObject = drawable);
}
[CanBeNull]
public virtual HitObjectSelectionBlueprint CreateHitObjectBlueprintFor(HitObject hitObject) => null;
private void hitObjectAdded(HitObject obj)
{
// refresh the tool to handle the case of placement completing.
refreshTool();
// on successful placement, the new combo button should be reset as this is the most common user interaction.
if (Beatmap.SelectedHitObjects.Count == 0)
NewCombo.Value = TernaryState.False;
}
private void ensurePlacementCreated()
{
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if (CurrentPlacement != null) return;
var blueprint = CurrentTool?.CreatePlacementBlueprint();
if (blueprint != null)
{
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placementBlueprintContainer.Child = CurrentPlacement = blueprint;
// Fixes a 1-frame position discrepancy due to the first mouse move event happening in the next frame
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updatePlacementPosition();
updatePlacementSamples();
updatePlacementNewCombo();
}
}
private void commitIfPlacementActive()
{
CurrentPlacement?.EndPlacement(CurrentPlacement.PlacementActive == PlacementBlueprint.PlacementState.Active);
removePlacement();
}
private void removePlacement()
{
CurrentPlacement?.EndPlacement(false);
CurrentPlacement?.Expire();
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CurrentPlacement = null;
}
private HitObjectCompositionTool currentTool;
/// <summary>
/// The current placement tool.
/// </summary>
public HitObjectCompositionTool CurrentTool
{
get => currentTool;
set
{
if (currentTool == value)
return;
currentTool = value;
// As per stable editor, when changing tools, we should forcefully commit any pending placement.
commitIfPlacementActive();
}
}
}
}