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osu-lazer/osu.Game/Screens/Edit/Compose/Components/EditorSelectionHandler.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;
using System.Collections.Generic;
using System.Linq;
using Humanizer;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Audio;
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using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Screens.Edit.Compose.Components
{
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public partial class EditorSelectionHandler : SelectionHandler<HitObject>
{
[Resolved]
protected EditorBeatmap EditorBeatmap { get; private set; }
[BackgroundDependencyLoader]
private void load()
{
createStateBindables();
// bring in updates from selection changes
EditorBeatmap.HitObjectUpdated += _ => Scheduler.AddOnce(UpdateTernaryStates);
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SelectedItems.CollectionChanged += (_, _) => Scheduler.AddOnce(UpdateTernaryStates);
}
protected override void DeleteItems(IEnumerable<HitObject> items) => EditorBeatmap.RemoveRange(items);
#region Selection State
/// <summary>
/// The state of "new combo" for all selected hitobjects.
/// </summary>
public readonly Bindable<TernaryState> SelectionNewComboState = new Bindable<TernaryState>();
/// <summary>
/// The state of each sample type for all selected hitobjects. Keys match with <see cref="HitSampleInfo"/> constant specifications.
/// </summary>
public readonly Dictionary<string, Bindable<TernaryState>> SelectionSampleStates = new Dictionary<string, Bindable<TernaryState>>();
/// <summary>
/// The state of each sample bank type for all selected hitobjects.
/// </summary>
public readonly Dictionary<string, Bindable<TernaryState>> SelectionBankStates = new Dictionary<string, Bindable<TernaryState>>();
/// <summary>
/// Set up ternary state bindables and bind them to selection/hitobject changes (in both directions)
/// </summary>
private void createStateBindables()
{
foreach (string bankName in HitSampleInfo.AllBanks)
{
var bindable = new Bindable<TernaryState>
{
Description = bankName.Titleize()
};
bindable.ValueChanged += state =>
{
switch (state.NewValue)
{
case TernaryState.False:
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if (SelectedItems.Count == 0)
{
// Ensure that if this is the last selected bank, it should remain selected.
if (SelectionBankStates.Values.All(b => b.Value == TernaryState.False))
bindable.Value = TernaryState.True;
}
else
{
// Never remove a sample bank.
// These are basically radio buttons, not toggles.
if (SelectedItems.All(h => h.SampleControlPoint.SampleBank == bankName))
bindable.Value = TernaryState.True;
}
break;
case TernaryState.True:
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if (SelectedItems.Count == 0)
{
// Ensure the user can't stack multiple bank selections when there's no hitobject selection.
// Note that in normal scenarios this is sorted out by the feedback from applying the bank to the selected objects.
foreach (var other in SelectionBankStates.Values)
{
if (other != bindable)
other.Value = TernaryState.False;
}
}
else
{
AddSampleBank(bankName);
}
break;
}
};
SelectionBankStates[bankName] = bindable;
}
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// start with normal selected.
SelectionBankStates[SampleControlPoint.DEFAULT_BANK].Value = TernaryState.True;
foreach (string sampleName in HitSampleInfo.AllAdditions)
{
var bindable = new Bindable<TernaryState>
{
Description = sampleName.Replace("hit", string.Empty).Titleize()
};
bindable.ValueChanged += state =>
{
switch (state.NewValue)
{
case TernaryState.False:
RemoveHitSample(sampleName);
break;
case TernaryState.True:
AddHitSample(sampleName);
break;
}
};
SelectionSampleStates[sampleName] = bindable;
}
// new combo
SelectionNewComboState.ValueChanged += state =>
{
switch (state.NewValue)
{
case TernaryState.False:
SetNewCombo(false);
break;
case TernaryState.True:
SetNewCombo(true);
break;
}
};
}
/// <summary>
/// Called when context menu ternary states may need to be recalculated (selection changed or hitobject updated).
/// </summary>
protected virtual void UpdateTernaryStates()
{
SelectionNewComboState.Value = GetStateFromSelection(SelectedItems.OfType<IHasComboInformation>(), h => h.NewCombo);
foreach ((string sampleName, var bindable) in SelectionSampleStates)
{
bindable.Value = GetStateFromSelection(SelectedItems, h => h.Samples.Any(s => s.Name == sampleName));
}
foreach ((string bankName, var bindable) in SelectionBankStates)
{
bindable.Value = GetStateFromSelection(SelectedItems, h => h.SampleControlPoint.SampleBank == bankName);
}
}
#endregion
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#region Ternary state changes
/// <summary>
/// Adds a sample bank to all selected <see cref="HitObject"/>s.
/// </summary>
/// <param name="bankName">The name of the sample bank.</param>
public void AddSampleBank(string bankName)
{
EditorBeatmap.PerformOnSelection(h =>
{
if (h.SampleControlPoint.SampleBank == bankName)
return;
h.SampleControlPoint.SampleBank = bankName;
EditorBeatmap.Update(h);
});
}
/// <summary>
/// Removes a sample bank from all selected <see cref="HitObject"/>s.
/// </summary>
/// <param name="bankName">The name of the sample bank.</param>
public void RemoveSampleBank(string bankName)
{
EditorBeatmap.PerformOnSelection(h =>
{
if (h.SampleControlPoint.SampleBank == bankName)
h.SampleControlPoint.SampleBankBindable.SetDefault();
EditorBeatmap.Update(h);
});
}
/// <summary>
/// Adds a hit sample to all selected <see cref="HitObject"/>s.
/// </summary>
/// <param name="sampleName">The name of the hit sample.</param>
public void AddHitSample(string sampleName)
{
EditorBeatmap.PerformOnSelection(h =>
{
// Make sure there isn't already an existing sample
if (h.Samples.Any(s => s.Name == sampleName))
return;
h.Samples.Add(h.CreateHitSampleInfo(sampleName));
EditorBeatmap.Update(h);
});
}
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/// <summary>
/// Removes a hit sample from all selected <see cref="HitObject"/>s.
/// </summary>
/// <param name="sampleName">The name of the hit sample.</param>
public void RemoveHitSample(string sampleName)
{
EditorBeatmap.PerformOnSelection(h =>
{
h.SamplesBindable.RemoveAll(s => s.Name == sampleName);
EditorBeatmap.Update(h);
});
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}
/// <summary>
/// Set the new combo state of all selected <see cref="HitObject"/>s.
/// </summary>
/// <param name="state">Whether to set or unset.</param>
/// <exception cref="InvalidOperationException">Throws if any selected object doesn't implement <see cref="IHasComboInformation"/></exception>
public void SetNewCombo(bool state)
{
EditorBeatmap.PerformOnSelection(h =>
{
var comboInfo = h as IHasComboInformation;
if (comboInfo == null || comboInfo.NewCombo == state) return;
comboInfo.NewCombo = state;
EditorBeatmap.Update(h);
});
}
#endregion
#region Context Menu
/// <summary>
/// Provide context menu items relevant to current selection. Calling base is not required.
/// </summary>
/// <param name="selection">The current selection.</param>
/// <returns>The relevant menu items.</returns>
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protected override IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint<HitObject>> selection)
{
if (SelectedBlueprints.All(b => b.Item is IHasComboInformation))
{
yield return new TernaryStateToggleMenuItem("New combo") { State = { BindTarget = SelectionNewComboState } };
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}
yield return new OsuMenuItem("Sample")
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{
Items = SelectionSampleStates.Select(kvp =>
new TernaryStateToggleMenuItem(kvp.Value.Description) { State = { BindTarget = kvp.Value } }).ToArray()
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};
yield return new OsuMenuItem("Bank")
{
Items = SelectionBankStates.Select(kvp =>
new TernaryStateToggleMenuItem(kvp.Value.Description) { State = { BindTarget = kvp.Value } }).ToArray()
};
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}
#endregion
}
}