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Pass HitObjectComposer to BlueprintContainer via ctor

This commit is contained in:
smoogipoo 2020-11-12 19:52:02 +09:00
parent 8aaa500431
commit 4ef2e9548c
12 changed files with 83 additions and 61 deletions

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@ -1,7 +1,6 @@
// 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.Collections.Generic;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Mania.Edit.Blueprints;
using osu.Game.Rulesets.Mania.Objects.Drawables;
@ -12,8 +11,8 @@ namespace osu.Game.Rulesets.Mania.Edit
{
public class ManiaBlueprintContainer : ComposeBlueprintContainer
{
public ManiaBlueprintContainer(IEnumerable<DrawableHitObject> drawableHitObjects)
: base(drawableHitObjects)
public ManiaBlueprintContainer(HitObjectComposer composer)
: base(composer)
{
}

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@ -13,7 +13,6 @@ using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
using osu.Game.Rulesets.Mania.UI;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Screens.Edit.Compose.Components;
@ -89,8 +88,8 @@ namespace osu.Game.Rulesets.Mania.Edit
return drawableRuleset;
}
protected override ComposeBlueprintContainer CreateBlueprintContainer(IEnumerable<DrawableHitObject> hitObjects)
=> new ManiaBlueprintContainer(hitObjects);
protected override ComposeBlueprintContainer CreateBlueprintContainer()
=> new ManiaBlueprintContainer(this);
protected override IReadOnlyList<HitObjectCompositionTool> CompositionTools => new HitObjectCompositionTool[]
{

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@ -1,7 +1,6 @@
// 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.Collections.Generic;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles;
@ -14,8 +13,8 @@ namespace osu.Game.Rulesets.Osu.Edit
{
public class OsuBlueprintContainer : ComposeBlueprintContainer
{
public OsuBlueprintContainer(IEnumerable<DrawableHitObject> drawableHitObjects)
: base(drawableHitObjects)
public OsuBlueprintContainer(HitObjectComposer composer)
: base(composer)
{
}

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@ -16,7 +16,6 @@ using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Tools;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Edit.Components.TernaryButtons;
@ -80,8 +79,8 @@ namespace osu.Game.Rulesets.Osu.Edit
updateDistanceSnapGrid();
}
protected override ComposeBlueprintContainer CreateBlueprintContainer(IEnumerable<DrawableHitObject> hitObjects)
=> new OsuBlueprintContainer(hitObjects);
protected override ComposeBlueprintContainer CreateBlueprintContainer()
=> new OsuBlueprintContainer(this);
private DistanceSnapGrid distanceSnapGrid;
private Container distanceSnapGridContainer;

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@ -1,7 +1,6 @@
// 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.Collections.Generic;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Edit.Blueprints;
@ -11,8 +10,8 @@ namespace osu.Game.Rulesets.Taiko.Edit
{
public class TaikoBlueprintContainer : ComposeBlueprintContainer
{
public TaikoBlueprintContainer(IEnumerable<DrawableHitObject> hitObjects)
: base(hitObjects)
public TaikoBlueprintContainer(HitObjectComposer composer)
: base(composer)
{
}

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@ -4,7 +4,6 @@
using System.Collections.Generic;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Tools;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Screens.Edit.Compose.Components;
@ -24,7 +23,7 @@ namespace osu.Game.Rulesets.Taiko.Edit
new SwellCompositionTool()
};
protected override ComposeBlueprintContainer CreateBlueprintContainer(IEnumerable<DrawableHitObject> hitObjects)
=> new TaikoBlueprintContainer(hitObjects);
protected override ComposeBlueprintContainer CreateBlueprintContainer()
=> new TaikoBlueprintContainer(this);
}
}

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@ -10,7 +10,7 @@ namespace osu.Game.Tests.Visual.Editing
[TestFixture]
public class TestSceneTimelineBlueprintContainer : TimelineTestScene
{
public override Drawable CreateTestComponent() => new TimelineBlueprintContainer();
public override Drawable CreateTestComponent() => new TimelineBlueprintContainer(null);
protected override void LoadComplete()
{

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@ -104,7 +104,7 @@ namespace osu.Game.Rulesets.Edit
drawableRulesetWrapper,
// layers above playfield
drawableRulesetWrapper.CreatePlayfieldAdjustmentContainer()
.WithChild(BlueprintContainer = CreateBlueprintContainer(HitObjects))
.WithChild(BlueprintContainer = CreateBlueprintContainer())
}
},
new FillFlowContainer
@ -182,9 +182,8 @@ namespace osu.Game.Rulesets.Edit
/// <summary>
/// Construct a relevant blueprint container. This will manage hitobject selection/placement input handling and display logic.
/// </summary>
/// <param name="hitObjects">A live collection of all <see cref="DrawableHitObject"/>s in the editor beatmap.</param>
protected virtual ComposeBlueprintContainer CreateBlueprintContainer(IEnumerable<DrawableHitObject> hitObjects)
=> new ComposeBlueprintContainer(hitObjects);
protected virtual ComposeBlueprintContainer CreateBlueprintContainer()
=> new ComposeBlueprintContainer(this);
/// <summary>
/// Construct a drawable ruleset for the provided ruleset.

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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Diagnostics;
using System.Linq;
@ -44,12 +45,16 @@ namespace osu.Game.Screens.Edit.Compose.Components
protected EditorBeatmap Beatmap { get; private set; }
private readonly BindableList<HitObject> selectedHitObjects = new BindableList<HitObject>();
private readonly HitObjectComposer composer;
private readonly Dictionary<HitObject, SelectionBlueprint> blueprintMap = new Dictionary<HitObject, SelectionBlueprint>();
[Resolved(canBeNull: true)]
private IPositionSnapProvider snapProvider { get; set; }
protected BlueprintContainer()
protected BlueprintContainer(HitObjectComposer composer)
{
this.composer = composer;
RelativeSizeAxes = Axes.Both;
}
@ -68,8 +73,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
DragBox.CreateProxy().With(p => p.Depth = float.MinValue)
});
foreach (var obj in Beatmap.HitObjects)
AddBlueprintFor(obj);
// For non-pooled rulesets, hitobjects are already present in the playfield which allows the blueprints to be loaded in the async context.
if (composer != null)
{
foreach (var obj in composer.HitObjects)
addBlueprintFor(obj.HitObject);
}
selectedHitObjects.BindTo(Beatmap.SelectedHitObjects);
selectedHitObjects.CollectionChanged += (selectedObjects, args) =>
@ -94,7 +103,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
base.LoadComplete();
Beatmap.HitObjectAdded += AddBlueprintFor;
Beatmap.HitObjectAdded += addBlueprintFor;
Beatmap.HitObjectRemoved += removeBlueprintFor;
}
@ -247,29 +256,17 @@ namespace osu.Game.Screens.Edit.Compose.Components
#region Blueprint Addition/Removal
private void removeBlueprintFor(HitObject hitObject)
private void addBlueprintFor(HitObject hitObject)
{
var blueprint = SelectionBlueprints.SingleOrDefault(m => m.HitObject == hitObject);
if (blueprint == null)
if (blueprintMap.ContainsKey(hitObject))
return;
blueprint.Deselect();
blueprint.Selected -= onBlueprintSelected;
blueprint.Deselected -= onBlueprintDeselected;
SelectionBlueprints.Remove(blueprint);
if (movementBlueprint == blueprint)
finishSelectionMovement();
}
protected virtual void AddBlueprintFor(HitObject hitObject)
{
var blueprint = CreateBlueprintFor(hitObject);
if (blueprint == null)
return;
blueprintMap[hitObject] = blueprint;
blueprint.Selected += onBlueprintSelected;
blueprint.Deselected += onBlueprintDeselected;
@ -277,6 +274,41 @@ namespace osu.Game.Screens.Edit.Compose.Components
blueprint.Select();
SelectionBlueprints.Add(blueprint);
OnBlueprintAdded(hitObject);
}
private void removeBlueprintFor(HitObject hitObject)
{
if (!blueprintMap.Remove(hitObject, out var blueprint))
return;
blueprint.Deselect();
blueprint.Selected -= onBlueprintSelected;
blueprint.Deselected -= onBlueprintDeselected;
SelectionBlueprints.Remove(blueprint);
if (movementBlueprint == blueprint)
finishSelectionMovement();
OnBlueprintRemoved(hitObject);
}
/// <summary>
/// Called after a <see cref="HitObject"/> blueprint has been added.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> for which the blueprint has been added.</param>
protected virtual void OnBlueprintAdded(HitObject hitObject)
{
}
/// <summary>
/// Called after a <see cref="HitObject"/> blueprint has been removed.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> for which the blueprint has been removed.</param>
protected virtual void OnBlueprintRemoved(HitObject hitObject)
{
}
#endregion
@ -456,7 +488,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
if (Beatmap != null)
{
Beatmap.HitObjectAdded -= AddBlueprintFor;
Beatmap.HitObjectAdded -= addBlueprintFor;
Beatmap.HitObjectRemoved -= removeBlueprintFor;
}
}

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@ -27,22 +27,18 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// </summary>
public class ComposeBlueprintContainer : BlueprintContainer
{
[Resolved]
private HitObjectComposer composer { get; set; }
private PlacementBlueprint currentPlacement;
private readonly Container<PlacementBlueprint> placementBlueprintContainer;
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
private readonly HitObjectComposer composer;
private readonly Container<PlacementBlueprint> placementBlueprintContainer;
private PlacementBlueprint currentPlacement;
private InputManager inputManager;
private readonly IEnumerable<DrawableHitObject> drawableHitObjects;
public ComposeBlueprintContainer(IEnumerable<DrawableHitObject> drawableHitObjects)
public ComposeBlueprintContainer(HitObjectComposer composer)
: base(composer)
{
this.drawableHitObjects = drawableHitObjects;
this.composer = composer;
placementBlueprintContainer = new Container<PlacementBlueprint>
{
@ -186,7 +182,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
protected sealed override SelectionBlueprint CreateBlueprintFor(HitObject hitObject)
{
var drawable = drawableHitObjects.FirstOrDefault(d => d.HitObject == hitObject);
var drawable = composer.HitObjects.FirstOrDefault(d => d.HitObject == hitObject);
if (drawable == null)
return null;
@ -196,11 +192,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
public virtual OverlaySelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject) => null;
protected override void AddBlueprintFor(HitObject hitObject)
protected override void OnBlueprintAdded(HitObject hitObject)
{
refreshTool();
base.OnBlueprintAdded(hitObject);
base.AddBlueprintFor(hitObject);
refreshTool();
// on successful placement, the new combo button should be reset as this is the most common user interaction.
if (Beatmap.SelectedHitObjects.Count == 0)

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@ -31,7 +31,8 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
private SelectionBlueprint placementBlueprint;
public TimelineBlueprintContainer()
public TimelineBlueprintContainer(HitObjectComposer composer)
: base(composer)
{
RelativeSizeAxes = Axes.Both;
Anchor = Anchor.Centre;

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@ -53,6 +53,6 @@ namespace osu.Game.Screens.Edit.Compose
return beatmapSkinProvider.WithChild(rulesetSkinProvider.WithChild(composer));
}
protected override Drawable CreateTimelineContent() => composer == null ? base.CreateTimelineContent() : new TimelineBlueprintContainer();
protected override Drawable CreateTimelineContent() => composer == null ? base.CreateTimelineContent() : new TimelineBlueprintContainer(composer);
}
}