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osu-lazer/osu.Game/Screens/Edit/Editor.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;
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using osuTK.Graphics;
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using osu.Framework.Screens;
using osu.Game.Screens.Backgrounds;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Game.Graphics;
using osu.Game.Screens.Edit.Components.Timelines.Summary;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input.Events;
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using osu.Framework.Platform;
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using osu.Framework.Timing;
using osu.Game.Graphics.UserInterface;
using osu.Game.Screens.Edit.Components;
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using osu.Game.Screens.Edit.Components.Menus;
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using osu.Game.Screens.Edit.Design;
using osuTK.Input;
using System.Collections.Generic;
using osu.Framework;
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using osu.Framework.Input.Bindings;
using osu.Game.Input.Bindings;
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using osu.Game.Screens.Edit.Compose;
using osu.Game.Screens.Edit.Setup;
using osu.Game.Screens.Edit.Timing;
using osu.Game.Users;
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namespace osu.Game.Screens.Edit
{
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public class Editor : OsuScreen, IKeyBindingHandler<GlobalAction>
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{
protected override BackgroundScreen CreateBackground() => new BackgroundScreenCustom(@"Backgrounds/bg4");
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public override bool AllowBackButton => false;
public override bool HideOverlaysOnEnter => true;
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public override bool DisallowExternalBeatmapRulesetChanges => true;
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private Box bottomBackground;
private Container screenContainer;
private EditorScreen currentScreen;
private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor();
private EditorClock clock;
private DependencyContainer dependencies;
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private GameHost host;
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protected override UserActivity InitialActivity => new UserActivity.Editing(Beatmap.Value.BeatmapInfo);
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
=> dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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[BackgroundDependencyLoader]
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private void load(OsuColour colours, GameHost host)
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{
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this.host = host;
// TODO: should probably be done at a DrawableRuleset level to share logic with Player.
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var sourceClock = (IAdjustableClock)Beatmap.Value.Track ?? new StopwatchClock();
clock = new EditorClock(Beatmap.Value, beatDivisor) { IsCoupled = false };
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clock.ChangeSource(sourceClock);
dependencies.CacheAs<IFrameBasedClock>(clock);
dependencies.CacheAs<IAdjustableClock>(clock);
dependencies.Cache(beatDivisor);
EditorMenuBar menuBar;
var fileMenuItems = new List<MenuItem>();
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if (RuntimeInfo.IsDesktop)
{
fileMenuItems.Add(new EditorMenuItem("Export", MenuItemType.Standard, exportBeatmap));
fileMenuItems.Add(new EditorMenuItemSpacer());
}
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fileMenuItems.Add(new EditorMenuItem("Exit", MenuItemType.Standard, this.Exit));
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InternalChildren = new[]
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{
new Container
{
Name = "Screen container",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Top = 40, Bottom = 60 },
Child = screenContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Masking = true
}
},
new Container
{
Name = "Top bar",
RelativeSizeAxes = Axes.X,
Height = 40,
Child = menuBar = new EditorMenuBar
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
RelativeSizeAxes = Axes.Both,
Items = new[]
{
new MenuItem("File")
{
Items = fileMenuItems
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}
}
}
},
new Container
{
Name = "Bottom bar",
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
RelativeSizeAxes = Axes.X,
Height = 60,
Children = new Drawable[]
{
bottomBackground = new Box { RelativeSizeAxes = Axes.Both },
new Container
{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Vertical = 5, Horizontal = 10 },
Child = new GridContainer
{
RelativeSizeAxes = Axes.Both,
ColumnDimensions = new[]
{
new Dimension(GridSizeMode.Absolute, 220),
new Dimension(),
new Dimension(GridSizeMode.Absolute, 220)
},
Content = new[]
{
new Drawable[]
{
new Container
{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Right = 10 },
Child = new TimeInfoContainer { RelativeSizeAxes = Axes.Both },
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},
new SummaryTimeline
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{
RelativeSizeAxes = Axes.Both,
},
new Container
{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Left = 10 },
Child = new PlaybackControl { RelativeSizeAxes = Axes.Both },
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}
},
}
},
}
}
},
};
menuBar.Mode.ValueChanged += onModeChanged;
bottomBackground.Colour = colours.Gray2;
}
protected override void Update()
{
base.Update();
clock.ProcessFrame();
}
protected override bool OnKeyDown(KeyDownEvent e)
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{
switch (e.Key)
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{
case Key.Left:
seek(e, -1);
return true;
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case Key.Right:
seek(e, 1);
return true;
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}
return base.OnKeyDown(e);
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}
private double scrollAccumulation;
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protected override bool OnScroll(ScrollEvent e)
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{
scrollAccumulation += (e.ScrollDelta.X + e.ScrollDelta.Y) * (e.IsPrecise ? 0.1 : 1);
const int precision = 1;
while (Math.Abs(scrollAccumulation) > precision)
{
if (scrollAccumulation > 0)
seek(e, -1);
else
seek(e, 1);
scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision);
}
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return true;
}
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public bool OnPressed(GlobalAction action)
{
if (action == GlobalAction.Back)
{
// as we don't want to display the back button, manual handling of exit action is required.
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this.Exit();
return true;
}
return false;
}
public bool OnReleased(GlobalAction action) => action == GlobalAction.Back;
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public override void OnResuming(IScreen last)
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{
base.OnResuming(last);
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Beatmap.Value.Track?.Stop();
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}
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public override void OnEntering(IScreen last)
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{
base.OnEntering(last);
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Background.FadeColour(Color4.DarkGray, 500);
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resetTrack();
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}
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public override bool OnExiting(IScreen next)
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{
Background.FadeColour(Color4.White, 500);
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resetTrack();
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return base.OnExiting(next);
}
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private void resetTrack()
{
Beatmap.Value.Track?.ResetSpeedAdjustments();
Beatmap.Value.Track?.Stop();
}
private void exportBeatmap() => host.OpenFileExternally(Beatmap.Value.Save());
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private void onModeChanged(ValueChangedEvent<EditorScreenMode> e)
{
currentScreen?.Exit();
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switch (e.NewValue)
{
case EditorScreenMode.SongSetup:
currentScreen = new SetupScreen();
break;
case EditorScreenMode.Compose:
currentScreen = new ComposeScreen();
break;
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case EditorScreenMode.Design:
currentScreen = new DesignScreen();
break;
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case EditorScreenMode.Timing:
currentScreen = new TimingScreen();
break;
}
LoadComponentAsync(currentScreen, screenContainer.Add);
}
private void seek(UIEvent e, int direction)
{
double amount = e.ShiftPressed ? 2 : 1;
if (direction < 1)
clock.SeekBackward(!clock.IsRunning, amount);
else
clock.SeekForward(!clock.IsRunning, amount);
}
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}
}