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mirror of https://github.com/ppy/osu.git synced 2025-01-28 04:42:58 +08:00

Merge branch 'master' into editor-load-audio

This commit is contained in:
Dean Herbert 2020-09-25 18:32:51 +09:00
commit 204024c76e
11 changed files with 323 additions and 191 deletions

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@ -41,10 +41,10 @@ namespace osu.Game.Rulesets.Osu.Edit
private readonly BindableBool distanceSnapToggle = new BindableBool(true) { Description = "Distance Snap" };
protected override IEnumerable<BindableBool> Toggles => new[]
protected override IEnumerable<Bindable<bool>> Toggles => base.Toggles.Concat(new[]
{
distanceSnapToggle
};
});
private BindableList<HitObject> selectedHitObjects;

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@ -1,9 +1,10 @@
// 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;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Edit;
@ -14,75 +15,80 @@ namespace osu.Game.Rulesets.Taiko.Edit
{
public class TaikoSelectionHandler : SelectionHandler
{
private readonly Bindable<TernaryState> selectionRimState = new Bindable<TernaryState>();
private readonly Bindable<TernaryState> selectionStrongState = new Bindable<TernaryState>();
[BackgroundDependencyLoader]
private void load()
{
selectionStrongState.ValueChanged += state =>
{
switch (state.NewValue)
{
case TernaryState.False:
SetStrongState(false);
break;
case TernaryState.True:
SetStrongState(true);
break;
}
};
selectionRimState.ValueChanged += state =>
{
switch (state.NewValue)
{
case TernaryState.False:
SetRimState(false);
break;
case TernaryState.True:
SetRimState(true);
break;
}
};
}
public void SetStrongState(bool state)
{
var hits = SelectedHitObjects.OfType<Hit>();
ChangeHandler.BeginChange();
foreach (var h in hits)
h.IsStrong = state;
ChangeHandler.EndChange();
}
public void SetRimState(bool state)
{
var hits = SelectedHitObjects.OfType<Hit>();
ChangeHandler.BeginChange();
foreach (var h in hits)
h.Type = state ? HitType.Rim : HitType.Centre;
ChangeHandler.EndChange();
}
protected override IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint> selection)
{
if (selection.All(s => s.HitObject is Hit))
{
var hits = selection.Select(s => s.HitObject).OfType<Hit>();
yield return new TernaryStateMenuItem("Rim", action: state =>
{
ChangeHandler.BeginChange();
foreach (var h in hits)
{
switch (state)
{
case TernaryState.True:
h.Type = HitType.Rim;
break;
case TernaryState.False:
h.Type = HitType.Centre;
break;
}
}
ChangeHandler.EndChange();
})
{
State = { Value = getTernaryState(hits, h => h.Type == HitType.Rim) }
};
}
yield return new TernaryStateMenuItem("Rim") { State = { BindTarget = selectionRimState } };
if (selection.All(s => s.HitObject is TaikoHitObject))
{
var hits = selection.Select(s => s.HitObject).OfType<TaikoHitObject>();
yield return new TernaryStateMenuItem("Strong", action: state =>
{
ChangeHandler.BeginChange();
foreach (var h in hits)
{
switch (state)
{
case TernaryState.True:
h.IsStrong = true;
break;
case TernaryState.False:
h.IsStrong = false;
break;
}
EditorBeatmap?.UpdateHitObject(h);
}
ChangeHandler.EndChange();
})
{
State = { Value = getTernaryState(hits, h => h.IsStrong) }
};
}
yield return new TernaryStateMenuItem("Strong") { State = { BindTarget = selectionStrongState } };
}
private TernaryState getTernaryState<T>(IEnumerable<T> selection, Func<T, bool> func)
protected override void UpdateTernaryStates()
{
if (selection.Any(func))
return selection.All(func) ? TernaryState.True : TernaryState.Indeterminate;
base.UpdateTernaryStates();
return TernaryState.False;
selectionRimState.Value = GetStateFromSelection(SelectedHitObjects.OfType<Hit>(), h => h.Type == HitType.Rim);
selectionStrongState.Value = GetStateFromSelection(SelectedHitObjects.OfType<TaikoHitObject>(), h => h.IsStrong);
}
}
}

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@ -36,35 +36,64 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
private bool pressHandledThisFrame;
private Bindable<HitType> type;
private readonly Bindable<HitType> type;
public DrawableHit(Hit hit)
: base(hit)
{
type = HitObject.TypeBindable.GetBoundCopy();
FillMode = FillMode.Fit;
updateActionsFromType();
}
[BackgroundDependencyLoader]
private void load()
{
type = HitObject.TypeBindable.GetBoundCopy();
type.BindValueChanged(_ =>
{
updateType();
updateActionsFromType();
// will overwrite samples, should only be called on change.
updateSamplesFromTypeChange();
RecreatePieces();
});
updateType();
}
private void updateType()
private HitSampleInfo[] getRimSamples() => HitObject.Samples.Where(s => s.Name == HitSampleInfo.HIT_CLAP || s.Name == HitSampleInfo.HIT_WHISTLE).ToArray();
protected override void LoadSamples()
{
base.LoadSamples();
type.Value = getRimSamples().Any() ? HitType.Rim : HitType.Centre;
}
private void updateSamplesFromTypeChange()
{
var rimSamples = getRimSamples();
bool isRimType = HitObject.Type == HitType.Rim;
if (isRimType != rimSamples.Any())
{
if (isRimType)
HitObject.Samples.Add(new HitSampleInfo { Name = HitSampleInfo.HIT_CLAP });
else
{
foreach (var sample in rimSamples)
HitObject.Samples.Remove(sample);
}
}
}
private void updateActionsFromType()
{
HitActions =
HitObject.Type == HitType.Centre
? new[] { TaikoAction.LeftCentre, TaikoAction.RightCentre }
: new[] { TaikoAction.LeftRim, TaikoAction.RightRim };
RecreatePieces();
}
protected override SkinnableDrawable CreateMainPiece() => HitObject.Type == HitType.Centre

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@ -1,19 +1,19 @@
// 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 osu.Framework.Graphics;
using osu.Framework.Input.Bindings;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
using System.Linq;
using osu.Game.Audio;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Input.Bindings;
using osu.Game.Audio;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
@ -120,7 +120,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
protected Vector2 BaseSize;
protected SkinnableDrawable MainPiece;
private Bindable<bool> isStrong;
private readonly Bindable<bool> isStrong;
private readonly Container<DrawableStrongNestedHit> strongHitContainer;
@ -128,6 +128,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
: base(hitObject)
{
HitObject = hitObject;
isStrong = HitObject.IsStrongBindable.GetBoundCopy();
Anchor = Anchor.CentreLeft;
Origin = Anchor.Custom;
@ -140,8 +141,40 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
[BackgroundDependencyLoader]
private void load()
{
isStrong = HitObject.IsStrongBindable.GetBoundCopy();
isStrong.BindValueChanged(_ => RecreatePieces(), true);
isStrong.BindValueChanged(_ =>
{
// will overwrite samples, should only be called on change.
updateSamplesFromStrong();
RecreatePieces();
});
RecreatePieces();
}
private HitSampleInfo[] getStrongSamples() => HitObject.Samples.Where(s => s.Name == HitSampleInfo.HIT_FINISH).ToArray();
protected override void LoadSamples()
{
base.LoadSamples();
isStrong.Value = getStrongSamples().Any();
}
private void updateSamplesFromStrong()
{
var strongSamples = getStrongSamples();
if (isStrong.Value != strongSamples.Any())
{
if (isStrong.Value)
HitObject.Samples.Add(new HitSampleInfo { Name = HitSampleInfo.HIT_FINISH });
else
{
foreach (var sample in strongSamples)
HitObject.Samples.Remove(sample);
}
}
}
protected virtual void RecreatePieces()

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@ -46,6 +46,7 @@ namespace osu.Game.Graphics.UserInterfaceV2
protected virtual OsuTextBox CreateTextBox() => new OsuTextBox
{
CommitOnFocusLost = true,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.X,

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@ -31,6 +31,11 @@ using osuTK.Input;
namespace osu.Game.Rulesets.Edit
{
/// <summary>
/// Top level container for editor compose mode.
/// Responsible for providing snapping and generally gluing components together.
/// </summary>
/// <typeparam name="TObject">The base type of supported objects.</typeparam>
[Cached(Type = typeof(IPlacementHandler))]
public abstract class HitObjectComposer<TObject> : HitObjectComposer, IPlacementHandler
where TObject : HitObject
@ -165,7 +170,7 @@ namespace osu.Game.Rulesets.Edit
/// A collection of toggles which will be displayed to the user.
/// The display name will be decided by <see cref="Bindable{T}.Description"/>.
/// </summary>
protected virtual IEnumerable<BindableBool> Toggles => Enumerable.Empty<BindableBool>();
protected virtual IEnumerable<Bindable<bool>> Toggles => BlueprintContainer.Toggles;
/// <summary>
/// Construct a relevant blueprint container. This will manage hitobject selection/placement input handling and display logic.
@ -192,6 +197,9 @@ namespace osu.Game.Rulesets.Edit
protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.ControlPressed || e.AltPressed || e.SuperPressed)
return false;
if (checkLeftToggleFromKey(e.Key, out var leftIndex))
{
var item = toolboxCollection.Items.ElementAtOrDefault(leftIndex);

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@ -29,7 +29,7 @@ namespace osu.Game.Rulesets.Edit
/// <summary>
/// The <see cref="HitObject"/> that is being placed.
/// </summary>
protected readonly HitObject HitObject;
public readonly HitObject HitObject;
[Resolved(canBeNull: true)]
protected EditorClock EditorClock { get; private set; }

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@ -157,6 +157,9 @@ namespace osu.Game.Rulesets.Objects.Drawables
updateState(ArmedState.Idle, true);
}
/// <summary>
/// Invoked by the base <see cref="DrawableHitObject"/> to populate samples, once on initial load and potentially again on any change to the samples collection.
/// </summary>
protected virtual void LoadSamples()
{
if (Samples != null)

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@ -24,7 +24,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
/// <summary>
/// A container which provides a "blueprint" display of hitobjects.
/// Includes selection and manipulation support via a <see cref="SelectionHandler"/>.
/// Includes selection and manipulation support via a <see cref="Components.SelectionHandler"/>.
/// </summary>
public abstract class BlueprintContainer : CompositeDrawable, IKeyBindingHandler<PlatformAction>
{
@ -32,7 +32,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
public Container<SelectionBlueprint> SelectionBlueprints { get; private set; }
private SelectionHandler selectionHandler;
protected SelectionHandler SelectionHandler { get; private set; }
[Resolved(CanBeNull = true)]
private IEditorChangeHandler changeHandler { get; set; }
@ -41,7 +41,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
private EditorClock editorClock { get; set; }
[Resolved]
private EditorBeatmap beatmap { get; set; }
protected EditorBeatmap Beatmap { get; private set; }
private readonly BindableList<HitObject> selectedHitObjects = new BindableList<HitObject>();
@ -56,22 +56,22 @@ namespace osu.Game.Screens.Edit.Compose.Components
[BackgroundDependencyLoader]
private void load()
{
selectionHandler = CreateSelectionHandler();
selectionHandler.DeselectAll = deselectAll;
SelectionHandler = CreateSelectionHandler();
SelectionHandler.DeselectAll = deselectAll;
AddRangeInternal(new[]
{
DragBox = CreateDragBox(selectBlueprintsFromDragRectangle),
selectionHandler,
SelectionHandler,
SelectionBlueprints = CreateSelectionBlueprintContainer(),
selectionHandler.CreateProxy(),
SelectionHandler.CreateProxy(),
DragBox.CreateProxy().With(p => p.Depth = float.MinValue)
});
foreach (var obj in beatmap.HitObjects)
foreach (var obj in Beatmap.HitObjects)
AddBlueprintFor(obj);
selectedHitObjects.BindTo(beatmap.SelectedHitObjects);
selectedHitObjects.BindTo(Beatmap.SelectedHitObjects);
selectedHitObjects.CollectionChanged += (selectedObjects, args) =>
{
switch (args.Action)
@ -94,15 +94,15 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
base.LoadComplete();
beatmap.HitObjectAdded += AddBlueprintFor;
beatmap.HitObjectRemoved += removeBlueprintFor;
Beatmap.HitObjectAdded += AddBlueprintFor;
Beatmap.HitObjectRemoved += removeBlueprintFor;
}
protected virtual Container<SelectionBlueprint> CreateSelectionBlueprintContainer() =>
new Container<SelectionBlueprint> { RelativeSizeAxes = Axes.Both };
/// <summary>
/// Creates a <see cref="SelectionHandler"/> which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
/// Creates a <see cref="Components.SelectionHandler"/> which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
/// </summary>
protected virtual SelectionHandler CreateSelectionHandler() => new SelectionHandler();
@ -130,7 +130,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
return false;
// store for double-click handling
clickedBlueprint = selectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered);
clickedBlueprint = SelectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered);
// Deselection should only occur if no selected blueprints are hovered
// A special case for when a blueprint was selected via this click is added since OnClick() may occur outside the hitobject and should not trigger deselection
@ -147,7 +147,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
return false;
// ensure the blueprint which was hovered for the first click is still the hovered blueprint.
if (clickedBlueprint == null || selectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered) != clickedBlueprint)
if (clickedBlueprint == null || SelectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered) != clickedBlueprint)
return false;
editorClock?.SeekTo(clickedBlueprint.HitObject.StartTime);
@ -208,7 +208,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
if (DragBox.State == Visibility.Visible)
{
DragBox.Hide();
selectionHandler.UpdateVisibility();
SelectionHandler.UpdateVisibility();
}
}
@ -217,7 +217,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
switch (e.Key)
{
case Key.Escape:
if (!selectionHandler.SelectedBlueprints.Any())
if (!SelectionHandler.SelectedBlueprints.Any())
return false;
deselectAll();
@ -271,7 +271,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
blueprint.Selected += onBlueprintSelected;
blueprint.Deselected += onBlueprintDeselected;
if (beatmap.SelectedHitObjects.Contains(hitObject))
if (Beatmap.SelectedHitObjects.Contains(hitObject))
blueprint.Select();
SelectionBlueprints.Add(blueprint);
@ -298,14 +298,14 @@ namespace osu.Game.Screens.Edit.Compose.Components
bool allowDeselection = e.ControlPressed && e.Button == MouseButton.Left;
// Todo: This is probably incorrectly disallowing multiple selections on stacked objects
if (!allowDeselection && selectionHandler.SelectedBlueprints.Any(s => s.IsHovered))
if (!allowDeselection && SelectionHandler.SelectedBlueprints.Any(s => s.IsHovered))
return;
foreach (SelectionBlueprint blueprint in SelectionBlueprints.AliveChildren)
{
if (blueprint.IsHovered)
{
selectionHandler.HandleSelectionRequested(blueprint, e.CurrentState);
SelectionHandler.HandleSelectionRequested(blueprint, e.CurrentState);
clickSelectionBegan = true;
break;
}
@ -358,23 +358,23 @@ namespace osu.Game.Screens.Edit.Compose.Components
private void selectAll()
{
SelectionBlueprints.ToList().ForEach(m => m.Select());
selectionHandler.UpdateVisibility();
SelectionHandler.UpdateVisibility();
}
/// <summary>
/// Deselects all selected <see cref="SelectionBlueprint"/>s.
/// </summary>
private void deselectAll() => selectionHandler.SelectedBlueprints.ToList().ForEach(m => m.Deselect());
private void deselectAll() => SelectionHandler.SelectedBlueprints.ToList().ForEach(m => m.Deselect());
private void onBlueprintSelected(SelectionBlueprint blueprint)
{
selectionHandler.HandleSelected(blueprint);
SelectionHandler.HandleSelected(blueprint);
SelectionBlueprints.ChangeChildDepth(blueprint, 1);
}
private void onBlueprintDeselected(SelectionBlueprint blueprint)
{
selectionHandler.HandleDeselected(blueprint);
SelectionHandler.HandleDeselected(blueprint);
SelectionBlueprints.ChangeChildDepth(blueprint, 0);
}
@ -391,16 +391,16 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// </summary>
private void prepareSelectionMovement()
{
if (!selectionHandler.SelectedBlueprints.Any())
if (!SelectionHandler.SelectedBlueprints.Any())
return;
// Any selected blueprint that is hovered can begin the movement of the group, however only the earliest hitobject is used for movement
// A special case is added for when a click selection occurred before the drag
if (!clickSelectionBegan && !selectionHandler.SelectedBlueprints.Any(b => b.IsHovered))
if (!clickSelectionBegan && !SelectionHandler.SelectedBlueprints.Any(b => b.IsHovered))
return;
// Movement is tracked from the blueprint of the earliest hitobject, since it only makes sense to distance snap from that hitobject
movementBlueprint = selectionHandler.SelectedBlueprints.OrderBy(b => b.HitObject.StartTime).First();
movementBlueprint = SelectionHandler.SelectedBlueprints.OrderBy(b => b.HitObject.StartTime).First();
movementBlueprintOriginalPosition = movementBlueprint.ScreenSpaceSelectionPoint; // todo: unsure if correct
}
@ -425,14 +425,14 @@ namespace osu.Game.Screens.Edit.Compose.Components
var result = snapProvider.SnapScreenSpacePositionToValidTime(movePosition);
// Move the hitobjects.
if (!selectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprint, result.ScreenSpacePosition)))
if (!SelectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprint, result.ScreenSpacePosition)))
return true;
if (result.Time.HasValue)
{
// Apply the start time at the newly snapped-to position
double offset = result.Time.Value - draggedObject.StartTime;
foreach (HitObject obj in selectionHandler.SelectedHitObjects)
foreach (HitObject obj in SelectionHandler.SelectedHitObjects)
obj.StartTime += offset;
}
@ -460,10 +460,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
base.Dispose(isDisposing);
if (beatmap != null)
if (Beatmap != null)
{
beatmap.HitObjectAdded -= AddBlueprintFor;
beatmap.HitObjectRemoved -= removeBlueprintFor;
Beatmap.HitObjectAdded -= AddBlueprintFor;
Beatmap.HitObjectRemoved -= removeBlueprintFor;
}
}
}

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@ -4,6 +4,7 @@
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
@ -11,6 +12,7 @@ using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Tools;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osuTK;
namespace osu.Game.Screens.Edit.Compose.Components
@ -54,8 +56,38 @@ namespace osu.Game.Screens.Edit.Compose.Components
base.LoadComplete();
inputManager = GetContainingInputManager();
Beatmap.SelectedHitObjects.CollectionChanged += (_, __) => updateTogglesFromSelection();
// the updated object may be in the selection
Beatmap.HitObjectUpdated += _ => updateTogglesFromSelection();
NewCombo.ValueChanged += combo =>
{
if (Beatmap.SelectedHitObjects.Count > 0)
{
SelectionHandler.SetNewCombo(combo.NewValue);
}
else if (currentPlacement != null)
{
// update placement object from toggle
if (currentPlacement.HitObject is IHasComboInformation c)
c.NewCombo = combo.NewValue;
}
};
}
private void updateTogglesFromSelection() =>
NewCombo.Value = Beatmap.SelectedHitObjects.OfType<IHasComboInformation>().All(c => c.NewCombo);
public readonly Bindable<bool> NewCombo = new Bindable<bool> { Description = "New Combo" };
public virtual IEnumerable<Bindable<bool>> Toggles => new[]
{
//TODO: this should only be enabled (visible?) for rulesets that provide combo-supporting HitObjects.
NewCombo
};
#region Placement
/// <summary>
@ -86,7 +118,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
removePlacement();
if (currentPlacement != null)
{
updatePlacementPosition();
}
}
protected sealed override SelectionBlueprint CreateBlueprintFor(HitObject hitObject)

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@ -4,7 +4,9 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Humanizer;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
@ -35,6 +37,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
public IEnumerable<SelectionBlueprint> SelectedBlueprints => selectedBlueprints;
private readonly List<SelectionBlueprint> selectedBlueprints;
public int SelectedCount => selectedBlueprints.Count;
public IEnumerable<HitObject> SelectedHitObjects => selectedBlueprints.Select(b => b.HitObject);
private Drawable content;
@ -59,6 +63,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
createStateBindables();
InternalChild = content = new Container
{
Children = new Drawable[]
@ -283,7 +289,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
var comboInfo = h as IHasComboInformation;
if (comboInfo == null)
throw new InvalidOperationException($"Tried to change combo state of a {h.GetType()}, which doesn't implement {nameof(IHasComboInformation)}");
continue;
comboInfo.NewCombo = state;
EditorBeatmap?.UpdateHitObject(h);
@ -308,6 +314,90 @@ namespace osu.Game.Screens.Edit.Compose.Components
#endregion
#region Selection State
private readonly Bindable<TernaryState> selectionNewComboState = new Bindable<TernaryState>();
private readonly Dictionary<string, Bindable<TernaryState>> selectionSampleStates = 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()
{
// hit samples
var sampleTypes = new[] { HitSampleInfo.HIT_WHISTLE, HitSampleInfo.HIT_CLAP, HitSampleInfo.HIT_FINISH };
foreach (var sampleName in sampleTypes)
{
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;
}
};
// bring in updates from selection changes
EditorBeatmap.HitObjectUpdated += _ => UpdateTernaryStates();
EditorBeatmap.SelectedHitObjects.CollectionChanged += (sender, args) => UpdateTernaryStates();
}
/// <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(SelectedHitObjects.OfType<IHasComboInformation>(), h => h.NewCombo);
foreach (var (sampleName, bindable) in selectionSampleStates)
{
bindable.Value = GetStateFromSelection(SelectedHitObjects, h => h.Samples.Any(s => s.Name == sampleName));
}
}
/// <summary>
/// Given a selection target and a function of truth, retrieve the correct ternary state for display.
/// </summary>
protected TernaryState GetStateFromSelection<T>(IEnumerable<T> selection, Func<T, bool> func)
{
if (selection.Any(func))
return selection.All(func) ? TernaryState.True : TernaryState.Indeterminate;
return TernaryState.False;
}
#endregion
#region Context Menu
public MenuItem[] ContextMenuItems
@ -322,7 +412,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
items.AddRange(GetContextMenuItemsForSelection(selectedBlueprints));
if (selectedBlueprints.All(b => b.HitObject is IHasComboInformation))
items.Add(createNewComboMenuItem());
{
items.Add(new TernaryStateMenuItem("New combo") { State = { BindTarget = selectionNewComboState } });
}
if (selectedBlueprints.Count == 1)
items.AddRange(selectedBlueprints[0].ContextMenuItems);
@ -331,12 +423,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
new OsuMenuItem("Sound")
{
Items = new[]
{
createHitSampleMenuItem("Whistle", HitSampleInfo.HIT_WHISTLE),
createHitSampleMenuItem("Clap", HitSampleInfo.HIT_CLAP),
createHitSampleMenuItem("Finish", HitSampleInfo.HIT_FINISH)
}
Items = selectionSampleStates.Select(kvp =>
new TernaryStateMenuItem(kvp.Value.Description) { State = { BindTarget = kvp.Value } }).ToArray()
},
new OsuMenuItem("Delete", MenuItemType.Destructive, deleteSelected),
});
@ -353,76 +441,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
protected virtual IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint> selection)
=> Enumerable.Empty<MenuItem>();
private MenuItem createNewComboMenuItem()
{
return new TernaryStateMenuItem("New combo", MenuItemType.Standard, setNewComboState)
{
State = { Value = getHitSampleState() }
};
void setNewComboState(TernaryState state)
{
switch (state)
{
case TernaryState.False:
SetNewCombo(false);
break;
case TernaryState.True:
SetNewCombo(true);
break;
}
}
TernaryState getHitSampleState()
{
int countExisting = selectedBlueprints.Select(b => (IHasComboInformation)b.HitObject).Count(h => h.NewCombo);
if (countExisting == 0)
return TernaryState.False;
if (countExisting < SelectedHitObjects.Count())
return TernaryState.Indeterminate;
return TernaryState.True;
}
}
private MenuItem createHitSampleMenuItem(string name, string sampleName)
{
return new TernaryStateMenuItem(name, MenuItemType.Standard, setHitSampleState)
{
State = { Value = getHitSampleState() }
};
void setHitSampleState(TernaryState state)
{
switch (state)
{
case TernaryState.False:
RemoveHitSample(sampleName);
break;
case TernaryState.True:
AddHitSample(sampleName);
break;
}
}
TernaryState getHitSampleState()
{
int countExisting = SelectedHitObjects.Count(h => h.Samples.Any(s => s.Name == sampleName));
if (countExisting == 0)
return TernaryState.False;
if (countExisting < SelectedHitObjects.Count())
return TernaryState.Indeterminate;
return TernaryState.True;
}
}
#endregion
}
}