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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.
using System.Threading;
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.Game.Audio;
using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Objects;
using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Compose;
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using osuTK;
using osuTK.Input;
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
{
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/// <summary>
/// Whether the <see cref="HitObject"/> is currently mid-placement, but has not necessarily finished being placed.
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/// </summary>
public PlacementState PlacementActive { get; private set; }
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/// <summary>
/// The <see cref="HitObject"/> that is being placed.
/// </summary>
public readonly HitObject HitObject;
[Resolved(canBeNull: true)]
protected EditorClock EditorClock { get; private set; }
[Resolved]
private EditorBeatmap beatmap { get; set; }
private Bindable<double> startTimeBindable;
[Resolved]
private IPlacementHandler placementHandler { get; set; }
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protected PlacementBlueprint(HitObject hitObject)
{
HitObject = hitObject;
// adding the default hit sample should be the case regardless of the ruleset.
HitObject.Samples.Add(new HitSampleInfo(HitSampleInfo.HIT_NORMAL));
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;
}
[BackgroundDependencyLoader]
private void load()
{
startTimeBindable = HitObject.StartTimeBindable.GetBoundCopy();
startTimeBindable.BindValueChanged(_ => ApplyDefaultsToHitObject(), true);
}
/// <summary>
/// Signals that the placement of <see cref="HitObject"/> has started.
/// </summary>
/// <param name="commitStart">Whether this call is committing a value for HitObject.StartTime and continuing with further adjustments.</param>
protected void BeginPlacement(bool commitStart = false)
{
placementHandler.BeginPlacement(HitObject);
if (commitStart)
PlacementActive = PlacementState.Active;
}
/// <summary>
/// Signals that the placement of <see cref="HitObject"/> has finished.
/// This will destroy this <see cref="PlacementBlueprint"/>, and add the HitObject.StartTime to the <see cref="Beatmap"/>.
/// </summary>
/// <param name="commit">Whether the object should be committed.</param>
public void EndPlacement(bool commit)
{
switch (PlacementActive)
{
case PlacementState.Finished:
return;
case PlacementState.Waiting:
// ensure placement was started before ending to make state handling simpler.
BeginPlacement();
break;
}
placementHandler.EndPlacement(HitObject, commit);
PlacementActive = PlacementState.Finished;
}
/// <summary>
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/// Updates the time and position of this <see cref="PlacementBlueprint"/> based on the provided snap information.
/// </summary>
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/// <param name="result">The snap result information.</param>
public virtual void UpdateTimeAndPosition(SnapResult result)
{
if (PlacementActive == PlacementState.Waiting)
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HitObject.StartTime = result.Time ?? EditorClock?.CurrentTime ?? Time.Current;
}
/// <summary>
/// Invokes <see cref="Objects.HitObject.ApplyDefaults(ControlPointInfo,IBeatmapDifficultyInfo,CancellationToken)"/>,
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/// refreshing <see cref="Objects.HitObject.NestedHitObjects"/> and parameters for the <see cref="HitObject"/>.
/// </summary>
protected void ApplyDefaultsToHitObject() => HitObject.ApplyDefaults(beatmap.ControlPointInfo, beatmap.Difficulty);
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;
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case DoubleClickEvent _:
return false;
case MouseButtonEvent mouse:
// placement blueprints should generally block mouse from reaching underlying components (ie. performing clicks on interface buttons).
// for now, the one exception we want to allow is when using a non-main mouse button when shift is pressed, which is used to trigger object deletion
// while in placement mode.
return mouse.Button == MouseButton.Left || !mouse.ShiftPressed;
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default:
return false;
}
}
public enum PlacementState
{
Waiting,
Active,
Finished
}
}
}