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osu-lazer/osu.Game/Rulesets/Edit/HitObjectComposer.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 System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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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;
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using osu.Game.Screens.Edit.Components.RadioButtons;
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using osu.Game.Screens.Edit.Compose.Components;
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namespace osu.Game.Rulesets.Edit
{
public abstract class HitObjectComposer : CompositeDrawable
{
public IEnumerable<DrawableHitObject> HitObjects => DrawableRuleset.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>();
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protected DrawableEditRuleset DrawableRuleset { get; private set; }
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private BlueprintContainer blueprintContainer;
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private InputManager inputManager;
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(IBindable<WorkingBeatmap> beatmap, IFrameBasedClock framedClock)
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{
Beatmap.BindTo(beatmap);
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try
{
DrawableRuleset = CreateDrawableRuleset();
DrawableRuleset.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();
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layerBelowRuleset.Child = new EditorPlayfieldBorder { RelativeSizeAxes = Axes.Both };
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var layerAboveRuleset = CreateLayerContainer();
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layerAboveRuleset.Child = blueprintContainer = new BlueprintContainer();
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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,
DrawableRuleset,
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layerAboveRuleset
}
}
},
},
ColumnDimensions = new[]
{
new Dimension(GridSizeMode.Absolute, 200),
}
};
toolboxCollection.Items =
CompositionTools.Select(t => new RadioButton(t.Name, () => blueprintContainer.CurrentTool = t))
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.Prepend(new RadioButton("Select", () => blueprintContainer.CurrentTool = null))
.ToList();
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toolboxCollection.Items[0].Select();
}
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protected override void LoadComplete()
{
base.LoadComplete();
inputManager = GetContainingInputManager();
}
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 =>
{
l.Anchor = DrawableRuleset.Playfield.Anchor;
l.Origin = DrawableRuleset.Playfield.Origin;
l.Position = DrawableRuleset.Playfield.Position;
l.Size = DrawableRuleset.Playfield.Size;
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});
}
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/// <summary>
/// Whether the user's cursor is currently in an area of the <see cref="HitObjectComposer"/> that is valid for placement.
/// </summary>
public virtual bool CursorInPlacementArea => DrawableRuleset.Playfield.ReceivePositionalInputAt(inputManager.CurrentState.Mouse.Position);
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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) => blueprintContainer.AddBlueprintFor(DrawableRuleset.Add(hitObject));
public void Remove(HitObject hitObject) => blueprintContainer.RemoveBlueprintFor(DrawableRuleset.Remove(hitObject));
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internal abstract DrawableEditRuleset CreateDrawableRuleset();
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protected abstract IReadOnlyList<HitObjectCompositionTool> CompositionTools { get; }
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/// <summary>
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/// Creates a <see cref="SelectionBlueprint"/> 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 SelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject) => null;
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/// <summary>
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/// Creates a <see cref="SelectionHandler"/> which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
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/// </summary>
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public virtual SelectionHandler CreateSelectionHandler() => new SelectionHandler();
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/// <summary>
/// Creates a <see cref="ScalableContainer"/> which provides a layer above or below the <see cref="Playfield"/>.
/// </summary>
protected virtual Container CreateLayerContainer() => DrawableRuleset.CreatePlayfieldAdjustmentContainer();
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}
public abstract class HitObjectComposer<TObject> : HitObjectComposer
where TObject : HitObject
{
protected HitObjectComposer(Ruleset ruleset)
: base(ruleset)
{
}
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internal override DrawableEditRuleset CreateDrawableRuleset()
=> new DrawableEditRuleset<TObject>(CreateDrawableRuleset(Ruleset, Beatmap.Value));
protected abstract DrawableRuleset<TObject> CreateDrawableRuleset(Ruleset ruleset, WorkingBeatmap beatmap);
}
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}