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@ -7,6 +7,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Taiko.Beatmaps;
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using osu.Game.Rulesets.Taiko.Edit;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Screens.Edit;
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using osu.Game.Tests.Visual;
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@ -0,0 +1,12 @@
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Edit.Blueprints
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{
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public class DrumRollPlacementBlueprint : TaikoSpanPlacementBlueprint
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{
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public DrumRollPlacementBlueprint()
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: base(new DrumRoll())
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{
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}
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}
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}
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32
osu.Game.Rulesets.Taiko/Edit/Blueprints/HitPiece.cs
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32
osu.Game.Rulesets.Taiko/Edit/Blueprints/HitPiece.cs
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@ -0,0 +1,32 @@
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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.Shapes;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Taiko.Edit.Blueprints
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{
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public class HitPiece : CompositeDrawable
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{
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public HitPiece()
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{
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Origin = Anchor.Centre;
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InternalChild = new CircularContainer
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{
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Masking = true,
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BorderThickness = 10,
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BorderColour = Color4.Yellow,
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Box
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{
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AlwaysPresent = true,
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Alpha = 0,
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RelativeSizeAxes = Axes.Both
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}
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}
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};
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}
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}
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}
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@ -0,0 +1,49 @@
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.UI;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Taiko.Edit.Blueprints
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{
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public class HitPlacementBlueprint : PlacementBlueprint
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{
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private readonly HitPiece piece;
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private static Hit hit;
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public HitPlacementBlueprint()
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: base(hit = new Hit())
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{
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InternalChild = piece = new HitPiece
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{
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Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.DEFAULT_HEIGHT)
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};
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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switch (e.Button)
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{
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case MouseButton.Left:
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hit.Type = HitType.Centre;
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EndPlacement(true);
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return true;
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case MouseButton.Right:
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hit.Type = HitType.Rim;
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EndPlacement(true);
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return true;
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}
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return false;
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}
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public override void UpdatePosition(SnapResult result)
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{
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piece.Position = ToLocalSpace(result.ScreenSpacePosition);
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base.UpdatePosition(result);
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}
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}
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}
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37
osu.Game.Rulesets.Taiko/Edit/Blueprints/LengthPiece.cs
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37
osu.Game.Rulesets.Taiko/Edit/Blueprints/LengthPiece.cs
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@ -0,0 +1,37 @@
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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.Shapes;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Taiko.Edit.Blueprints
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{
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public class LengthPiece : CompositeDrawable
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{
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public LengthPiece()
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{
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Origin = Anchor.CentreLeft;
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InternalChild = new Container
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{
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Masking = true,
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Colour = Color4.Yellow,
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.X,
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Height = 8,
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},
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new Box
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{
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.X,
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Height = 8,
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}
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}
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};
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}
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}
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}
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@ -0,0 +1,12 @@
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Edit.Blueprints
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{
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public class SwellPlacementBlueprint : TaikoSpanPlacementBlueprint
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{
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public SwellPlacementBlueprint()
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: base(new Swell())
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{
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}
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}
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}
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@ -0,0 +1,101 @@
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using System;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.UI;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Taiko.Edit.Blueprints
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{
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public class TaikoSpanPlacementBlueprint : PlacementBlueprint
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{
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private readonly HitPiece headPiece;
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private readonly HitPiece tailPiece;
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private readonly LengthPiece lengthPiece;
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private readonly IHasDuration spanPlacementObject;
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public TaikoSpanPlacementBlueprint(HitObject hitObject)
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: base(hitObject)
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{
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spanPlacementObject = hitObject as IHasDuration;
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RelativeSizeAxes = Axes.Both;
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InternalChildren = new Drawable[]
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{
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headPiece = new HitPiece
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{
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Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.DEFAULT_HEIGHT)
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},
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lengthPiece = new LengthPiece
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{
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Height = TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.DEFAULT_HEIGHT
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},
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tailPiece = new HitPiece
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{
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Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.DEFAULT_HEIGHT)
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}
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};
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}
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private double originalStartTime;
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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if (e.Button != MouseButton.Left)
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return false;
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BeginPlacement(true);
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return true;
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}
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protected override void OnMouseUp(MouseUpEvent e)
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{
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if (e.Button != MouseButton.Left)
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return;
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base.OnMouseUp(e);
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EndPlacement(true);
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}
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public override void UpdatePosition(SnapResult result)
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{
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base.UpdatePosition(result);
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if (PlacementActive)
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{
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if (result.Time is double endTime)
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{
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if (endTime < originalStartTime)
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{
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HitObject.StartTime = endTime;
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spanPlacementObject.Duration = Math.Abs(endTime - originalStartTime);
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headPiece.Position = ToLocalSpace(result.ScreenSpacePosition);
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lengthPiece.X = headPiece.X;
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lengthPiece.Width = tailPiece.X - headPiece.X;
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}
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else
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{
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spanPlacementObject.Duration = Math.Abs(endTime - originalStartTime);
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tailPiece.Position = ToLocalSpace(result.ScreenSpacePosition);
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lengthPiece.Width = tailPiece.X - headPiece.X;
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}
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}
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}
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else
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{
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lengthPiece.Position = headPiece.Position = tailPiece.Position = ToLocalSpace(result.ScreenSpacePosition);
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if (result.Time is double startTime)
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originalStartTime = HitObject.StartTime = startTime;
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}
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}
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}
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}
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17
osu.Game.Rulesets.Taiko/Edit/DrumRollCompositionTool.cs
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17
osu.Game.Rulesets.Taiko/Edit/DrumRollCompositionTool.cs
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@ -0,0 +1,17 @@
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Taiko.Edit.Blueprints;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Edit
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{
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public class DrumRollCompositionTool : HitObjectCompositionTool
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{
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public DrumRollCompositionTool()
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: base(nameof(DrumRoll))
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{
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}
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public override PlacementBlueprint CreatePlacementBlueprint() => new DrumRollPlacementBlueprint();
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}
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}
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17
osu.Game.Rulesets.Taiko/Edit/HitCompositionTool.cs
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17
osu.Game.Rulesets.Taiko/Edit/HitCompositionTool.cs
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@ -0,0 +1,17 @@
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Taiko.Edit.Blueprints;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Edit
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{
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public class HitCompositionTool : HitObjectCompositionTool
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{
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public HitCompositionTool()
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: base(nameof(Hit))
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{
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}
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public override PlacementBlueprint CreatePlacementBlueprint() => new HitPlacementBlueprint();
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}
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}
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17
osu.Game.Rulesets.Taiko/Edit/SwellCompositionTool.cs
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17
osu.Game.Rulesets.Taiko/Edit/SwellCompositionTool.cs
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Taiko.Edit.Blueprints;
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using osu.Game.Rulesets.Taiko.Objects;
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namespace osu.Game.Rulesets.Taiko.Edit
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{
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public class SwellCompositionTool : HitObjectCompositionTool
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{
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public SwellCompositionTool()
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: base(nameof(Swell))
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{
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}
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public override PlacementBlueprint CreatePlacementBlueprint() => new SwellPlacementBlueprint();
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}
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}
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20
osu.Game.Rulesets.Taiko/Edit/TaikoBlueprintContainer.cs
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20
osu.Game.Rulesets.Taiko/Edit/TaikoBlueprintContainer.cs
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using System.Collections.Generic;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Screens.Edit.Compose.Components;
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namespace osu.Game.Rulesets.Taiko.Edit
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{
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public class TaikoBlueprintContainer : ComposeBlueprintContainer
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{
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public TaikoBlueprintContainer(IEnumerable<DrawableHitObject> hitObjects)
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: base(hitObjects)
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{
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}
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protected override SelectionHandler CreateSelectionHandler() => new TaikoSelectionHandler();
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public override OverlaySelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject) =>
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new TaikoSelectionBlueprint(hitObject);
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}
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}
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30
osu.Game.Rulesets.Taiko/Edit/TaikoHitObjectComposer.cs
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30
osu.Game.Rulesets.Taiko/Edit/TaikoHitObjectComposer.cs
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@ -0,0 +1,30 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Screens.Edit.Compose.Components;
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namespace osu.Game.Rulesets.Taiko.Edit
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{
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public class TaikoHitObjectComposer : HitObjectComposer<TaikoHitObject>
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{
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public TaikoHitObjectComposer(Ruleset ruleset)
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: base(ruleset)
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{
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}
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protected override IReadOnlyList<HitObjectCompositionTool> CompositionTools => new HitObjectCompositionTool[]
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{
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new HitCompositionTool(),
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new DrumRollCompositionTool(),
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new SwellCompositionTool()
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};
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protected override ComposeBlueprintContainer CreateBlueprintContainer(IEnumerable<DrawableHitObject> hitObjects)
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=> new TaikoBlueprintContainer(hitObjects);
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}
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}
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41
osu.Game.Rulesets.Taiko/Edit/TaikoSelectionBlueprint.cs
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41
osu.Game.Rulesets.Taiko/Edit/TaikoSelectionBlueprint.cs
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@ -0,0 +1,41 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Edit.Blueprints;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.Edit
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{
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public class TaikoSelectionBlueprint : OverlaySelectionBlueprint
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{
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public TaikoSelectionBlueprint(DrawableHitObject hitObject)
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: base(hitObject)
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{
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RelativeSizeAxes = Axes.None;
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AddInternal(new HitPiece
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{
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RelativeSizeAxes = Axes.Both,
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Origin = Anchor.TopLeft
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});
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}
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protected override void Update()
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{
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base.Update();
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// Move the rectangle to cover the hitobjects
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var topLeft = new Vector2(float.MaxValue, float.MaxValue);
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var bottomRight = new Vector2(float.MinValue, float.MinValue);
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topLeft = Vector2.ComponentMin(topLeft, Parent.ToLocalSpace(DrawableObject.ScreenSpaceDrawQuad.TopLeft));
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bottomRight = Vector2.ComponentMax(bottomRight, Parent.ToLocalSpace(DrawableObject.ScreenSpaceDrawQuad.BottomRight));
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Size = bottomRight - topLeft;
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Position = topLeft;
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}
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}
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}
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80
osu.Game.Rulesets.Taiko/Edit/TaikoSelectionHandler.cs
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80
osu.Game.Rulesets.Taiko/Edit/TaikoSelectionHandler.cs
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@ -0,0 +1,80 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics.UserInterface;
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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.Taiko.Objects;
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using osu.Game.Screens.Edit.Compose.Components;
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namespace osu.Game.Rulesets.Taiko.Edit
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{
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public class TaikoSelectionHandler : SelectionHandler
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{
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protected override IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint> selection)
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{
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if (selection.All(s => s.HitObject is Hit))
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{
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var hits = selection.Select(s => s.HitObject).OfType<Hit>();
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yield return new TernaryStateMenuItem("Rim", action: state =>
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{
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foreach (var h in hits)
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{
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switch (state)
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{
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case TernaryState.True:
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h.Type = HitType.Rim;
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break;
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||||
case TernaryState.False:
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h.Type = HitType.Centre;
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break;
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}
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}
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})
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{
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State = { Value = getTernaryState(hits, h => h.Type == HitType.Rim) }
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};
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}
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if (selection.All(s => s.HitObject is TaikoHitObject))
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{
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var hits = selection.Select(s => s.HitObject).OfType<TaikoHitObject>();
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yield return new TernaryStateMenuItem("Strong", action: state =>
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||||
{
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foreach (var h in hits)
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{
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switch (state)
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{
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case TernaryState.True:
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h.IsStrong = true;
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break;
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case TernaryState.False:
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h.IsStrong = false;
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break;
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}
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EditorBeatmap?.UpdateHitObject(h);
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}
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})
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{
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State = { Value = getTernaryState(hits, h => h.IsStrong) }
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};
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||||
}
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||||
}
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private TernaryState getTernaryState<T>(IEnumerable<T> selection, Func<T, bool> func)
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{
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if (selection.Any(func))
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return selection.All(func) ? TernaryState.True : TernaryState.Indeterminate;
|
||||
|
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return TernaryState.False;
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}
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}
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}
|
@ -1,382 +0,0 @@
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// 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;
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using System.Collections.Generic;
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using System.Linq;
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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.Shapes;
|
||||
using osu.Framework.Graphics.UserInterface;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
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 osu.Game.Rulesets.Taiko.Objects;
|
||||
using osu.Game.Rulesets.Taiko.UI;
|
||||
using osu.Game.Screens.Edit.Compose.Components;
|
||||
using osuTK;
|
||||
using osuTK.Graphics;
|
||||
using osuTK.Input;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko
|
||||
{
|
||||
public class TaikoHitObjectComposer : HitObjectComposer<TaikoHitObject>
|
||||
{
|
||||
public TaikoHitObjectComposer(Ruleset ruleset)
|
||||
: base(ruleset)
|
||||
{
|
||||
}
|
||||
|
||||
protected override IReadOnlyList<HitObjectCompositionTool> CompositionTools => new HitObjectCompositionTool[]
|
||||
{
|
||||
new HitCompositionTool(),
|
||||
new DrumRollCompositionTool(),
|
||||
new SwellCompositionTool()
|
||||
};
|
||||
|
||||
protected override ComposeBlueprintContainer CreateBlueprintContainer(IEnumerable<DrawableHitObject> hitObjects)
|
||||
=> new TaikoBlueprintContainer(hitObjects);
|
||||
}
|
||||
|
||||
public class TaikoBlueprintContainer : ComposeBlueprintContainer
|
||||
{
|
||||
public TaikoBlueprintContainer(IEnumerable<DrawableHitObject> hitObjects)
|
||||
: base(hitObjects)
|
||||
{
|
||||
}
|
||||
|
||||
protected override SelectionHandler CreateSelectionHandler() => new TaikoSelectionHandler();
|
||||
|
||||
public override OverlaySelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject) =>
|
||||
new TaikoSelectionBlueprint(hitObject);
|
||||
}
|
||||
|
||||
public class TaikoSelectionHandler : SelectionHandler
|
||||
{
|
||||
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 =>
|
||||
{
|
||||
foreach (var h in hits)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case TernaryState.True:
|
||||
h.Type = HitType.Rim;
|
||||
break;
|
||||
|
||||
case TernaryState.False:
|
||||
h.Type = HitType.Centre;
|
||||
break;
|
||||
}
|
||||
}
|
||||
})
|
||||
{
|
||||
State = { Value = getTernaryState(hits, h => h.Type == HitType.Rim) }
|
||||
};
|
||||
}
|
||||
|
||||
if (selection.All(s => s.HitObject is TaikoHitObject))
|
||||
{
|
||||
var hits = selection.Select(s => s.HitObject).OfType<TaikoHitObject>();
|
||||
|
||||
yield return new TernaryStateMenuItem("Strong", action: state =>
|
||||
{
|
||||
foreach (var h in hits)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case TernaryState.True:
|
||||
h.IsStrong = true;
|
||||
break;
|
||||
|
||||
case TernaryState.False:
|
||||
h.IsStrong = false;
|
||||
break;
|
||||
}
|
||||
|
||||
EditorBeatmap?.UpdateHitObject(h);
|
||||
}
|
||||
})
|
||||
{
|
||||
State = { Value = getTernaryState(hits, h => h.IsStrong) }
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
private TernaryState getTernaryState<T>(IEnumerable<T> selection, Func<T, bool> func)
|
||||
{
|
||||
if (selection.Any(func))
|
||||
return selection.All(func) ? TernaryState.True : TernaryState.Indeterminate;
|
||||
|
||||
return TernaryState.False;
|
||||
}
|
||||
}
|
||||
|
||||
public class TaikoSelectionBlueprint : OverlaySelectionBlueprint
|
||||
{
|
||||
public TaikoSelectionBlueprint(DrawableHitObject hitObject)
|
||||
: base(hitObject)
|
||||
{
|
||||
RelativeSizeAxes = Axes.None;
|
||||
|
||||
AddInternal(new HitPiece
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Origin = Anchor.TopLeft
|
||||
});
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
// Move the rectangle to cover the hitobjects
|
||||
var topLeft = new Vector2(float.MaxValue, float.MaxValue);
|
||||
var bottomRight = new Vector2(float.MinValue, float.MinValue);
|
||||
|
||||
topLeft = Vector2.ComponentMin(topLeft, Parent.ToLocalSpace(DrawableObject.ScreenSpaceDrawQuad.TopLeft));
|
||||
bottomRight = Vector2.ComponentMax(bottomRight, Parent.ToLocalSpace(DrawableObject.ScreenSpaceDrawQuad.BottomRight));
|
||||
|
||||
Size = bottomRight - topLeft;
|
||||
Position = topLeft;
|
||||
}
|
||||
}
|
||||
|
||||
public class SwellCompositionTool : HitObjectCompositionTool
|
||||
{
|
||||
public SwellCompositionTool()
|
||||
: base(nameof(Swell))
|
||||
{
|
||||
}
|
||||
|
||||
public override PlacementBlueprint CreatePlacementBlueprint() => new SwellPlacementBlueprint();
|
||||
}
|
||||
|
||||
public class DrumRollCompositionTool : HitObjectCompositionTool
|
||||
{
|
||||
public DrumRollCompositionTool()
|
||||
: base(nameof(DrumRoll))
|
||||
{
|
||||
}
|
||||
|
||||
public override PlacementBlueprint CreatePlacementBlueprint() => new DrumRollPlacementBlueprint();
|
||||
}
|
||||
|
||||
public class SwellPlacementBlueprint : TaikoSpanPlacementBlueprint
|
||||
{
|
||||
public SwellPlacementBlueprint()
|
||||
: base(new Swell())
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
public class DrumRollPlacementBlueprint : TaikoSpanPlacementBlueprint
|
||||
{
|
||||
public DrumRollPlacementBlueprint()
|
||||
: base(new DrumRoll())
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
public class TaikoSpanPlacementBlueprint : PlacementBlueprint
|
||||
{
|
||||
private readonly HitPiece headPiece;
|
||||
private readonly HitPiece tailPiece;
|
||||
|
||||
private readonly LengthPiece lengthPiece;
|
||||
|
||||
private readonly IHasDuration spanPlacementObject;
|
||||
|
||||
public TaikoSpanPlacementBlueprint(HitObject hitObject)
|
||||
: base(hitObject)
|
||||
|
||||
{
|
||||
spanPlacementObject = hitObject as IHasDuration;
|
||||
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
|
||||
InternalChildren = new Drawable[]
|
||||
{
|
||||
headPiece = new HitPiece
|
||||
{
|
||||
Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.DEFAULT_HEIGHT)
|
||||
},
|
||||
lengthPiece = new LengthPiece
|
||||
{
|
||||
Height = TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.DEFAULT_HEIGHT
|
||||
},
|
||||
tailPiece = new HitPiece
|
||||
{
|
||||
Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.DEFAULT_HEIGHT)
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
private double originalStartTime;
|
||||
|
||||
protected override bool OnMouseDown(MouseDownEvent e)
|
||||
{
|
||||
if (e.Button != MouseButton.Left)
|
||||
return false;
|
||||
|
||||
BeginPlacement(true);
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void OnMouseUp(MouseUpEvent e)
|
||||
{
|
||||
if (e.Button != MouseButton.Left)
|
||||
return;
|
||||
|
||||
base.OnMouseUp(e);
|
||||
EndPlacement(true);
|
||||
}
|
||||
|
||||
public override void UpdatePosition(SnapResult result)
|
||||
{
|
||||
base.UpdatePosition(result);
|
||||
|
||||
if (PlacementActive)
|
||||
{
|
||||
if (result.Time is double endTime)
|
||||
{
|
||||
if (endTime < originalStartTime)
|
||||
{
|
||||
HitObject.StartTime = endTime;
|
||||
spanPlacementObject.Duration = Math.Abs(endTime - originalStartTime);
|
||||
headPiece.Position = ToLocalSpace(result.ScreenSpacePosition);
|
||||
lengthPiece.X = headPiece.X;
|
||||
lengthPiece.Width = tailPiece.X - headPiece.X;
|
||||
}
|
||||
else
|
||||
{
|
||||
spanPlacementObject.Duration = Math.Abs(endTime - originalStartTime);
|
||||
tailPiece.Position = ToLocalSpace(result.ScreenSpacePosition);
|
||||
lengthPiece.Width = tailPiece.X - headPiece.X;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
lengthPiece.Position = headPiece.Position = tailPiece.Position = ToLocalSpace(result.ScreenSpacePosition);
|
||||
|
||||
if (result.Time is double startTime)
|
||||
originalStartTime = HitObject.StartTime = startTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class HitCompositionTool : HitObjectCompositionTool
|
||||
{
|
||||
public HitCompositionTool()
|
||||
: base(nameof(Hit))
|
||||
{
|
||||
}
|
||||
|
||||
public override PlacementBlueprint CreatePlacementBlueprint() => new HitPlacementBlueprint();
|
||||
}
|
||||
|
||||
public class HitPlacementBlueprint : PlacementBlueprint
|
||||
{
|
||||
private readonly HitPiece piece;
|
||||
|
||||
private static Hit hit;
|
||||
|
||||
public HitPlacementBlueprint()
|
||||
: base(hit = new Hit())
|
||||
{
|
||||
InternalChild = piece = new HitPiece
|
||||
{
|
||||
Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.DEFAULT_HEIGHT)
|
||||
};
|
||||
}
|
||||
|
||||
protected override bool OnMouseDown(MouseDownEvent e)
|
||||
{
|
||||
switch (e.Button)
|
||||
{
|
||||
case MouseButton.Left:
|
||||
hit.Type = HitType.Centre;
|
||||
EndPlacement(true);
|
||||
return true;
|
||||
|
||||
case MouseButton.Right:
|
||||
hit.Type = HitType.Rim;
|
||||
EndPlacement(true);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public override void UpdatePosition(SnapResult result)
|
||||
{
|
||||
piece.Position = ToLocalSpace(result.ScreenSpacePosition);
|
||||
base.UpdatePosition(result);
|
||||
}
|
||||
}
|
||||
|
||||
public class LengthPiece : CompositeDrawable
|
||||
{
|
||||
public LengthPiece()
|
||||
{
|
||||
Origin = Anchor.CentreLeft;
|
||||
|
||||
InternalChild = new Container
|
||||
{
|
||||
Masking = true,
|
||||
Colour = Color4.Yellow,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Height = 8,
|
||||
},
|
||||
new Box
|
||||
{
|
||||
Origin = Anchor.BottomLeft,
|
||||
Anchor = Anchor.BottomLeft,
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Height = 8,
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
public class HitPiece : CompositeDrawable
|
||||
{
|
||||
public HitPiece()
|
||||
{
|
||||
Origin = Anchor.Centre;
|
||||
|
||||
InternalChild = new CircularContainer
|
||||
{
|
||||
Masking = true,
|
||||
BorderThickness = 10,
|
||||
BorderColour = Color4.Yellow,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
AlwaysPresent = true,
|
||||
Alpha = 0,
|
||||
RelativeSizeAxes = Axes.Both
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
@ -22,6 +22,7 @@ using osu.Game.Rulesets.Taiko.Scoring;
|
||||
using osu.Game.Scoring;
|
||||
using System;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Taiko.Edit;
|
||||
using osu.Game.Rulesets.Taiko.Skinning;
|
||||
using osu.Game.Skinning;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user