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osu-lazer/osu.Game/Rulesets/Edit/PlacementBlueprint.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 osu.Framework;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Events;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects;
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using osu.Game.Screens.Edit.Compose;
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using osuTK;
namespace osu.Game.Rulesets.Edit
{
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/// <summary>
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/// A blueprint which governs the creation of a new <see cref="HitObject"/> to actualisation.
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/// </summary>
public abstract class PlacementBlueprint : CompositeDrawable, IStateful<PlacementState>
{
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/// <summary>
/// Invoked when <see cref="State"/> has changed.
/// </summary>
public event Action<PlacementState> StateChanged;
/// <summary>
/// Whether the <see cref="HitObject"/> is currently being placed, but has not necessarily finished being placed.
/// </summary>
public bool PlacementBegun { get; private set; }
/// <summary>
/// The <see cref="HitObject"/> that is being placed.
/// </summary>
protected readonly HitObject HitObject;
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protected IClock EditorClock { get; private set; }
private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
[Resolved]
private IPlacementHandler placementHandler { get; set; }
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protected PlacementBlueprint(HitObject hitObject)
{
HitObject = hitObject;
RelativeSizeAxes = Axes.Both;
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// This is required to allow the blueprint's position to be updated via OnMouseMove/Handle
// on the same frame it is made visible via a PlacementState change.
AlwaysPresent = true;
Alpha = 0;
}
[BackgroundDependencyLoader]
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private void load(IBindable<WorkingBeatmap> beatmap, IAdjustableClock clock)
{
this.beatmap.BindTo(beatmap);
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EditorClock = clock;
ApplyDefaultsToHitObject();
}
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private PlacementState state;
public PlacementState State
{
get => state;
set
{
if (state == value)
return;
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state = value;
if (state == PlacementState.Shown)
Show();
else
Hide();
StateChanged?.Invoke(value);
}
}
/// <summary>
/// Signals that the placement of <see cref="HitObject"/> has started.
/// </summary>
protected void BeginPlacement()
{
placementHandler.BeginPlacement(HitObject);
PlacementBegun = true;
}
/// <summary>
/// Signals that the placement of <see cref="HitObject"/> has finished.
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/// This will destroy this <see cref="PlacementBlueprint"/>, and add the <see cref="HitObject"/> to the <see cref="Beatmap"/>.
/// </summary>
protected void EndPlacement()
{
if (!PlacementBegun)
BeginPlacement();
placementHandler.EndPlacement(HitObject);
}
/// <summary>
/// Invokes <see cref="HitObject.ApplyDefaults"/>, refreshing <see cref="HitObject.NestedHitObjects"/> and parameters for the <see cref="HitObject"/>.
/// </summary>
protected void ApplyDefaultsToHitObject() => HitObject.ApplyDefaults(beatmap.Value.Beatmap.ControlPointInfo, beatmap.Value.Beatmap.BeatmapInfo.BaseDifficulty);
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => Parent?.ReceivePositionalInputAt(screenSpacePos) ?? false;
protected override bool Handle(UIEvent e)
{
base.Handle(e);
switch (e)
{
case ScrollEvent _:
return false;
case MouseEvent _:
return true;
default:
return false;
}
}
}
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public enum PlacementState
{
Hidden,
Shown,
}
}