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Make EditorBeatmap a component and move UpdateHitObject to it
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parent
d16711b7fe
commit
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@ -11,7 +11,6 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Input.Events;
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using osu.Framework.Logging;
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using osu.Framework.Threading;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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@ -50,8 +49,6 @@ namespace osu.Game.Rulesets.Edit
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[Resolved]
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private IBeatSnapProvider beatSnapProvider { get; set; }
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private IBeatmapProcessor beatmapProcessor;
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private DrawableEditRulesetWrapper<TObject> drawableRulesetWrapper;
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private ComposeBlueprintContainer blueprintContainer;
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private Container distanceSnapGridContainer;
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@ -71,8 +68,6 @@ namespace osu.Game.Rulesets.Edit
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[BackgroundDependencyLoader]
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private void load(IFrameBasedClock framedClock)
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{
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beatmapProcessor = Ruleset.CreateBeatmapProcessor(EditorBeatmap.PlayableBeatmap);
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EditorBeatmap.HitObjectAdded += addHitObject;
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EditorBeatmap.HitObjectRemoved += removeHitObject;
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EditorBeatmap.StartTimeChanged += UpdateHitObject;
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@ -240,19 +235,6 @@ namespace osu.Game.Rulesets.Edit
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lastGridUpdateTime = EditorClock.CurrentTime;
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}
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private ScheduledDelegate scheduledUpdate;
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public override void UpdateHitObject(HitObject hitObject)
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{
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scheduledUpdate?.Cancel();
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scheduledUpdate = Schedule(() =>
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{
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beatmapProcessor?.PreProcess();
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hitObject?.ApplyDefaults(EditorBeatmap.ControlPointInfo, EditorBeatmap.BeatmapInfo.BaseDifficulty);
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beatmapProcessor?.PostProcess();
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});
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}
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private void addHitObject(HitObject hitObject) => UpdateHitObject(hitObject);
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private void removeHitObject(HitObject hitObject) => UpdateHitObject(null);
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@ -309,6 +291,8 @@ namespace osu.Game.Rulesets.Edit
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public override float GetSnappedDistanceFromDistance(double referenceTime, float distance)
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=> DurationToDistance(referenceTime, beatSnapProvider.SnapTime(DistanceToDuration(referenceTime, distance), referenceTime));
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public override void UpdateHitObject(HitObject hitObject) => EditorBeatmap.UpdateHitObject(hitObject);
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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@ -81,7 +81,7 @@ namespace osu.Game.Screens.Edit
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clock.ChangeSource(sourceClock);
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playableBeatmap = Beatmap.Value.GetPlayableBeatmap(Beatmap.Value.BeatmapInfo.Ruleset);
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editorBeatmap = new EditorBeatmap(playableBeatmap, beatDivisor);
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AddInternal(editorBeatmap = new EditorBeatmap(playableBeatmap, beatDivisor));
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dependencies.CacheAs<IFrameBasedClock>(clock);
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dependencies.CacheAs<IAdjustableClock>(clock);
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@ -104,7 +104,7 @@ namespace osu.Game.Screens.Edit
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fileMenuItems.Add(new EditorMenuItem("Exit", MenuItemType.Standard, this.Exit));
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InternalChild = new OsuContextMenuContainer
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AddInternal(new OsuContextMenuContainer
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{
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RelativeSizeAxes = Axes.Both,
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Children = new[]
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@ -189,7 +189,7 @@ namespace osu.Game.Screens.Edit
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}
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},
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}
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};
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});
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menuBar.Mode.ValueChanged += onModeChanged;
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@ -5,6 +5,8 @@ using System;
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using System.Collections;
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using System.Collections.Generic;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Timing;
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@ -13,7 +15,7 @@ using osu.Game.Rulesets.Objects;
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namespace osu.Game.Screens.Edit
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{
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public class EditorBeatmap : IBeatmap, IBeatSnapProvider
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public class EditorBeatmap : Component, IBeatmap, IBeatSnapProvider
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{
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/// <summary>
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/// Invoked when a <see cref="HitObject"/> is added to this <see cref="EditorBeatmap"/>.
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@ -36,17 +38,39 @@ namespace osu.Game.Screens.Edit
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private readonly BindableBeatDivisor beatDivisor;
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private readonly IBeatmapProcessor beatmapProcessor;
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private readonly Dictionary<HitObject, Bindable<double>> startTimeBindables = new Dictionary<HitObject, Bindable<double>>();
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public EditorBeatmap(IBeatmap playableBeatmap, BindableBeatDivisor beatDivisor = null)
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{
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PlayableBeatmap = playableBeatmap;
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this.beatDivisor = beatDivisor;
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beatmapProcessor = playableBeatmap.BeatmapInfo.Ruleset?.CreateInstance().CreateBeatmapProcessor(PlayableBeatmap);
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foreach (var obj in HitObjects)
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trackStartTime(obj);
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}
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private ScheduledDelegate scheduledUpdate;
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/// <summary>
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/// Updates a <see cref="HitObject"/>, invoking <see cref="HitObject.ApplyDefaults"/> and re-processing the beatmap.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> to update.</param>
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public void UpdateHitObject(HitObject hitObject)
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{
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scheduledUpdate?.Cancel();
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scheduledUpdate = Scheduler.AddDelayed(() =>
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{
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beatmapProcessor?.PreProcess();
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hitObject?.ApplyDefaults(ControlPointInfo, BeatmapInfo.BaseDifficulty);
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beatmapProcessor?.PostProcess();
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}, 0);
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}
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public BeatmapInfo BeatmapInfo
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{
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get => PlayableBeatmap.BeatmapInfo;
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