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Merge pull request #10245 from peppy/editor-sample-addition-buttons
Add sample toggle buttons to toolbox
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commit
2280568d27
@ -3,12 +3,14 @@
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using System.Collections.Generic;
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using System.Linq;
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using Humanizer;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input;
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using osu.Game.Audio;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Tools;
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@ -66,13 +68,51 @@ namespace osu.Game.Screens.Edit.Compose.Components
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NewCombo.BindTo(SelectionHandler.SelectionNewComboState);
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// we are responsible for current placement blueprint updated based on state changes.
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NewCombo.ValueChanged += combo =>
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{
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if (currentPlacement == null) return;
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NewCombo.ValueChanged += _ => updatePlacementNewCombo();
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if (currentPlacement.HitObject is IHasComboInformation c)
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c.NewCombo = combo.NewValue == TernaryState.True;
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};
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// we own SelectionHandler so don't need to worry about making bindable copies (for simplicity)
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foreach (var kvp in SelectionHandler.SelectionSampleStates)
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{
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kvp.Value.BindValueChanged(_ => updatePlacementSamples());
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}
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}
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private void updatePlacementNewCombo()
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{
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if (currentPlacement == null) return;
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if (currentPlacement.HitObject is IHasComboInformation c)
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c.NewCombo = NewCombo.Value == TernaryState.True;
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}
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private void updatePlacementSamples()
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{
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if (currentPlacement == null) return;
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foreach (var kvp in SelectionHandler.SelectionSampleStates)
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sampleChanged(kvp.Key, kvp.Value.Value);
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}
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private void sampleChanged(string sampleName, TernaryState state)
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{
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if (currentPlacement == null) return;
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var samples = currentPlacement.HitObject.Samples;
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var existingSample = samples.FirstOrDefault(s => s.Name == sampleName);
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switch (state)
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{
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case TernaryState.False:
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if (existingSample != null)
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samples.Remove(existingSample);
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break;
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case TernaryState.True:
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if (existingSample == null)
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samples.Add(new HitSampleInfo { Name = sampleName });
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break;
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}
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}
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public readonly Bindable<TernaryState> NewCombo = new Bindable<TernaryState> { Description = "New Combo" };
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@ -89,6 +129,26 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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//TODO: this should only be enabled (visible?) for rulesets that provide combo-supporting HitObjects.
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yield return new TernaryButton(NewCombo, "New combo", () => new SpriteIcon { Icon = FontAwesome.Regular.DotCircle });
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foreach (var kvp in SelectionHandler.SelectionSampleStates)
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yield return new TernaryButton(kvp.Value, kvp.Key.Replace("hit", string.Empty).Titleize(), () => getIconForSample(kvp.Key));
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}
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private Drawable getIconForSample(string sampleName)
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{
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switch (sampleName)
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{
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case HitSampleInfo.HIT_CLAP:
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return new SpriteIcon { Icon = FontAwesome.Solid.Hands };
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case HitSampleInfo.HIT_WHISTLE:
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return new SpriteIcon { Icon = FontAwesome.Solid.Bullhorn };
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case HitSampleInfo.HIT_FINISH:
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return new SpriteIcon { Icon = FontAwesome.Solid.DrumSteelpan };
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}
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return null;
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}
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#region Placement
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@ -156,6 +216,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// Fixes a 1-frame position discrepancy due to the first mouse move event happening in the next frame
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updatePlacementPosition();
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updatePlacementSamples();
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updatePlacementNewCombo();
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}
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}
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