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Add icon and radio button logic
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9222cb379f
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@ -71,6 +71,8 @@ namespace osu.Game.Rulesets.Edit
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private FillFlowContainer togglesCollection;
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private FillFlowContainer sampleBankTogglesCollection;
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private IBindable<bool> hasTiming;
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protected HitObjectComposer(Ruleset ruleset)
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@ -146,6 +148,16 @@ namespace osu.Game.Rulesets.Edit
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Direction = FillDirection.Vertical,
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Spacing = new Vector2(0, 5),
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},
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},
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new EditorToolboxGroup("bank (Shift-Q~R)")
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{
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Child = sampleBankTogglesCollection = new FillFlowContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Direction = FillDirection.Vertical,
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Spacing = new Vector2(0, 5),
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},
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}
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}
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},
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@ -161,6 +173,8 @@ namespace osu.Game.Rulesets.Edit
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TernaryStates = CreateTernaryButtons().ToArray();
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togglesCollection.AddRange(TernaryStates.Select(b => new DrawableTernaryButton(b)));
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sampleBankTogglesCollection.AddRange(BlueprintContainer.SampleBankTernaryStates.Select(b => new DrawableTernaryButton(b)));
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setSelectTool();
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EditorBeatmap.SelectedHitObjects.CollectionChanged += selectionChanged;
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@ -213,7 +227,7 @@ namespace osu.Game.Rulesets.Edit
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/// <summary>
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/// Create all ternary states required to be displayed to the user.
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/// </summary>
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protected virtual IEnumerable<TernaryButton> CreateTernaryButtons() => BlueprintContainer.TernaryStates;
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protected virtual IEnumerable<TernaryButton> CreateTernaryButtons() => BlueprintContainer.MainTernaryStates;
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/// <summary>
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/// Construct a relevant blueprint container. This will manage hitobject selection/placement input handling and display logic.
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@ -255,7 +269,9 @@ namespace osu.Game.Rulesets.Edit
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if (checkRightToggleFromKey(e.Key, out int rightIndex))
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{
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var item = togglesCollection.ElementAtOrDefault(rightIndex);
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var item = e.ShiftPressed
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? sampleBankTogglesCollection.ElementAtOrDefault(rightIndex)
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: togglesCollection.ElementAtOrDefault(rightIndex);
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if (item is DrawableTernaryButton button)
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{
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@ -14,6 +14,8 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Events;
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using osu.Game.Audio;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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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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@ -55,7 +57,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
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[BackgroundDependencyLoader]
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private void load()
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{
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TernaryStates = CreateTernaryButtons().ToArray();
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MainTernaryStates = CreateTernaryButtons().ToArray();
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SampleBankTernaryStates = createSampleBankTernaryButtons().ToArray();
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AddInternal(placementBlueprintContainer);
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}
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@ -172,7 +175,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <summary>
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/// A collection of states which will be displayed to the user in the toolbox.
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/// </summary>
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public TernaryButton[] TernaryStates { get; private set; }
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public TernaryButton[] MainTernaryStates { get; private set; }
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public TernaryButton[] SampleBankTernaryStates { get; private set; }
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/// <summary>
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/// Create all ternary states required to be displayed to the user.
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@ -186,6 +191,39 @@ namespace osu.Game.Screens.Edit.Compose.Components
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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 IEnumerable<TernaryButton> createSampleBankTernaryButtons()
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{
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foreach (var kvp in SelectionHandler.SelectionBankStates)
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yield return new TernaryButton(kvp.Value, kvp.Key.Titleize(), () => getIconForBank(kvp.Key));
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}
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private Drawable getIconForBank(string sampleName)
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{
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return new Container
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{
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Size = new Vector2(30, 20),
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Children = new Drawable[]
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{
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new SpriteIcon
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{
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Size = new Vector2(8),
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Icon = FontAwesome.Solid.VolumeOff
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},
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new OsuSpriteText
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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X = 10,
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Y = -1,
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Font = OsuFont.Default.With(weight: FontWeight.Bold, size: 20),
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Text = $"{char.ToUpper(sampleName.First())}"
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}
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}
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};
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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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@ -11,6 +11,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Audio;
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using osu.Game.Beatmaps.ControlPoints;
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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.Objects;
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@ -70,11 +71,38 @@ namespace osu.Game.Screens.Edit.Compose.Components
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switch (state.NewValue)
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{
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case TernaryState.False:
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RemoveSampleBank(bankName);
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if (SelectedItems.Count == 0)
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{
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// Ensure that if this is the last selected bank, it should remain selected.
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if (SelectionBankStates.Values.All(b => b.Value == TernaryState.False))
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bindable.Value = TernaryState.True;
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}
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else
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{
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// Never remove a sample bank.
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// These are basically radio buttons, not toggles.
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if (SelectedItems.All(h => h.SampleControlPoint.SampleBank == bankName))
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bindable.Value = TernaryState.True;
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}
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break;
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case TernaryState.True:
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AddSampleBank(bankName);
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if (SelectedItems.Count == 0)
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{
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// Ensure the user can't stack multiple bank selections when there's no hitobject selection.
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// Note that in normal scenarios this is sorted out by the feedback from applying the bank to the selected objects.
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foreach (var other in SelectionBankStates.Values)
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{
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if (other != bindable)
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other.Value = TernaryState.False;
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}
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}
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else
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{
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AddSampleBank(bankName);
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}
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break;
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}
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};
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@ -82,6 +110,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
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SelectionBankStates[bankName] = bindable;
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}
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// start with normal selected.
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SelectionBankStates[SampleControlPoint.DEFAULT_BANK].Value = TernaryState.True;
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foreach (string sampleName in HitSampleInfo.AllAdditions)
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{
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var bindable = new Bindable<TernaryState>
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