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Merge pull request #20829 from peppy/sample-set-controls
Add sample bank selection controls (and hotkeys) to editor
This commit is contained in:
commit
eb471091c7
@ -181,7 +181,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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{
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if (slider is null) return;
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sample = new HitSampleInfo("hitwhistle", "soft", volume: 70);
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sample = new HitSampleInfo("hitwhistle", HitSampleInfo.BANK_SOFT, volume: 70);
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slider.Samples.Add(sample.With());
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});
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@ -91,7 +91,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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StartTime = 100,
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Samples = new List<HitSampleInfo>
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{
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new HitSampleInfo(HitSampleInfo.HIT_NORMAL, "soft")
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new HitSampleInfo(HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT)
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}
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};
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hit.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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@ -100,13 +100,13 @@ namespace osu.Game.Rulesets.Taiko.Tests
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});
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AddAssert("most valid object is hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Hit>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "soft");
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "soft");
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, HitSampleInfo.BANK_SOFT);
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AddStep("seek past hit", () => manualClock.CurrentTime = 200);
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AddAssert("most valid object is hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Hit>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "soft");
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "soft");
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, HitSampleInfo.BANK_SOFT);
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}
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[Test]
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@ -183,7 +183,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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EndTime = 1100,
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Samples = new List<HitSampleInfo>
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{
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new HitSampleInfo(HitSampleInfo.HIT_NORMAL, "soft")
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new HitSampleInfo(HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT)
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}
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};
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drumRoll.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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@ -192,18 +192,18 @@ namespace osu.Game.Rulesets.Taiko.Tests
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});
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AddAssert("most valid object is drum roll tick", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRollTick>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "soft");
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "soft");
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, HitSampleInfo.BANK_SOFT);
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AddStep("seek to middle of drum roll", () => manualClock.CurrentTime = 600);
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AddAssert("most valid object is drum roll tick", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRollTick>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "soft");
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "soft");
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, HitSampleInfo.BANK_SOFT);
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AddStep("seek past drum roll", () => manualClock.CurrentTime = 1200);
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AddAssert("most valid object is drum roll", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRoll>);
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "soft");
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "soft");
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checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT);
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checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, HitSampleInfo.BANK_SOFT);
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}
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[Test]
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@ -253,17 +253,17 @@ namespace osu.Game.Tests.Beatmaps.Formats
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var soundPoint = controlPoints.SamplePointAt(0);
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Assert.AreEqual(956, soundPoint.Time);
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Assert.AreEqual("soft", soundPoint.SampleBank);
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Assert.AreEqual(HitSampleInfo.BANK_SOFT, soundPoint.SampleBank);
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Assert.AreEqual(60, soundPoint.SampleVolume);
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soundPoint = controlPoints.SamplePointAt(53373);
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Assert.AreEqual(53373, soundPoint.Time);
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Assert.AreEqual("soft", soundPoint.SampleBank);
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Assert.AreEqual(HitSampleInfo.BANK_SOFT, soundPoint.SampleBank);
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Assert.AreEqual(60, soundPoint.SampleVolume);
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soundPoint = controlPoints.SamplePointAt(119637);
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Assert.AreEqual(119637, soundPoint.Time);
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Assert.AreEqual("soft", soundPoint.SampleBank);
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Assert.AreEqual(HitSampleInfo.BANK_SOFT, soundPoint.SampleBank);
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Assert.AreEqual(80, soundPoint.SampleVolume);
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var effectPoint = controlPoints.EffectPointAt(0);
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@ -305,10 +305,10 @@ namespace osu.Game.Tests.Beatmaps.Formats
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Assert.That(controlPoints.EffectPointAt(2500).KiaiMode, Is.False);
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Assert.That(controlPoints.EffectPointAt(3500).KiaiMode, Is.True);
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Assert.That(controlPoints.SamplePointAt(500).SampleBank, Is.EqualTo("drum"));
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Assert.That(controlPoints.SamplePointAt(1500).SampleBank, Is.EqualTo("drum"));
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Assert.That(controlPoints.SamplePointAt(2500).SampleBank, Is.EqualTo("normal"));
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Assert.That(controlPoints.SamplePointAt(3500).SampleBank, Is.EqualTo("drum"));
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Assert.That(controlPoints.SamplePointAt(500).SampleBank, Is.EqualTo(HitSampleInfo.BANK_DRUM));
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Assert.That(controlPoints.SamplePointAt(1500).SampleBank, Is.EqualTo(HitSampleInfo.BANK_DRUM));
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Assert.That(controlPoints.SamplePointAt(2500).SampleBank, Is.EqualTo(HitSampleInfo.BANK_NORMAL));
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Assert.That(controlPoints.SamplePointAt(3500).SampleBank, Is.EqualTo(HitSampleInfo.BANK_DRUM));
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Assert.That(controlPoints.TimingPointAt(500).BeatLength, Is.EqualTo(500).Within(0.1));
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Assert.That(controlPoints.TimingPointAt(1500).BeatLength, Is.EqualTo(500).Within(0.1));
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@ -13,6 +13,7 @@ using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Graphics.UserInterfaceV2;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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@ -52,7 +53,7 @@ namespace osu.Game.Tests.Visual.Editing
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Position = (OsuPlayfield.BASE_SIZE + new Vector2(100, 0)) / 2,
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Samples = new List<HitSampleInfo>
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{
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new HitSampleInfo(HitSampleInfo.HIT_NORMAL, "soft", volume: 60)
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new HitSampleInfo(HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT, volume: 60)
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}
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});
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});
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@ -67,14 +68,14 @@ namespace osu.Game.Tests.Visual.Editing
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hitObjectHasSampleBank(0, "normal");
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hitObjectHasSamples(0, HitSampleInfo.HIT_NORMAL, HitSampleInfo.HIT_CLAP);
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hitObjectHasSampleBank(1, "soft");
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hitObjectHasSampleBank(1, HitSampleInfo.BANK_SOFT);
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hitObjectHasSamples(1, HitSampleInfo.HIT_NORMAL, HitSampleInfo.HIT_CLAP);
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AddStep("remove clap addition", () => InputManager.Key(Key.R));
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hitObjectHasSampleBank(0, "normal");
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hitObjectHasSamples(0, HitSampleInfo.HIT_NORMAL);
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hitObjectHasSampleBank(1, "soft");
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hitObjectHasSampleBank(1, HitSampleInfo.BANK_SOFT);
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hitObjectHasSamples(1, HitSampleInfo.HIT_NORMAL);
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}
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@ -89,7 +90,7 @@ namespace osu.Game.Tests.Visual.Editing
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public void TestSingleSelection()
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{
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clickSamplePiece(0);
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samplePopoverHasSingleBank("normal");
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samplePopoverHasSingleBank(HitSampleInfo.BANK_NORMAL);
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samplePopoverHasSingleVolume(80);
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dismissPopover();
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@ -99,21 +100,21 @@ namespace osu.Game.Tests.Visual.Editing
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AddStep("select first object", () => EditorBeatmap.SelectedHitObjects.Add(EditorBeatmap.HitObjects.First()));
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clickSamplePiece(1);
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samplePopoverHasSingleBank("soft");
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samplePopoverHasSingleBank(HitSampleInfo.BANK_SOFT);
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samplePopoverHasSingleVolume(60);
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setVolumeViaPopover(90);
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hitObjectHasSampleVolume(1, 90);
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setBankViaPopover("drum");
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hitObjectHasSampleBank(1, "drum");
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setBankViaPopover(HitSampleInfo.BANK_DRUM);
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hitObjectHasSampleBank(1, HitSampleInfo.BANK_DRUM);
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}
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[Test]
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public void TestUndo()
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{
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clickSamplePiece(1);
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samplePopoverHasSingleBank("soft");
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samplePopoverHasSingleBank(HitSampleInfo.BANK_SOFT);
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samplePopoverHasSingleVolume(60);
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setVolumeViaPopover(90);
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@ -170,7 +171,7 @@ namespace osu.Game.Tests.Visual.Editing
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}
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[Test]
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public void TestMultipleSelectionWithSameSampleBank()
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public void TestPopoverMultipleSelectionWithSameSampleBank()
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{
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AddStep("unify sample bank", () =>
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{
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@ -178,33 +179,33 @@ namespace osu.Game.Tests.Visual.Editing
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{
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for (int i = 0; i < h.Samples.Count; i++)
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{
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h.Samples[i] = h.Samples[i].With(newBank: "soft");
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h.Samples[i] = h.Samples[i].With(newBank: HitSampleInfo.BANK_SOFT);
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}
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}
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});
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AddStep("select both objects", () => EditorBeatmap.SelectedHitObjects.AddRange(EditorBeatmap.HitObjects));
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clickSamplePiece(0);
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samplePopoverHasSingleBank("soft");
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samplePopoverHasSingleBank(HitSampleInfo.BANK_SOFT);
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dismissPopover();
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clickSamplePiece(1);
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samplePopoverHasSingleBank("soft");
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samplePopoverHasSingleBank(HitSampleInfo.BANK_SOFT);
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setBankViaPopover(string.Empty);
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hitObjectHasSampleBank(0, "soft");
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hitObjectHasSampleBank(1, "soft");
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samplePopoverHasSingleBank("soft");
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hitObjectHasSampleBank(0, HitSampleInfo.BANK_SOFT);
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hitObjectHasSampleBank(1, HitSampleInfo.BANK_SOFT);
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samplePopoverHasSingleBank(HitSampleInfo.BANK_SOFT);
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setBankViaPopover("drum");
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hitObjectHasSampleBank(0, "drum");
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hitObjectHasSampleBank(1, "drum");
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samplePopoverHasSingleBank("drum");
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setBankViaPopover(HitSampleInfo.BANK_DRUM);
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hitObjectHasSampleBank(0, HitSampleInfo.BANK_DRUM);
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hitObjectHasSampleBank(1, HitSampleInfo.BANK_DRUM);
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samplePopoverHasSingleBank(HitSampleInfo.BANK_DRUM);
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}
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[Test]
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public void TestMultipleSelectionWithDifferentSampleBank()
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public void TestPopoverMultipleSelectionWithDifferentSampleBank()
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{
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AddStep("select both objects", () => EditorBeatmap.SelectedHitObjects.AddRange(EditorBeatmap.HitObjects));
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clickSamplePiece(0);
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@ -216,14 +217,109 @@ namespace osu.Game.Tests.Visual.Editing
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samplePopoverHasIndeterminateBank();
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setBankViaPopover(string.Empty);
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hitObjectHasSampleBank(0, "normal");
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hitObjectHasSampleBank(1, "soft");
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hitObjectHasSampleBank(0, HitSampleInfo.BANK_NORMAL);
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hitObjectHasSampleBank(1, HitSampleInfo.BANK_SOFT);
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samplePopoverHasIndeterminateBank();
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setBankViaPopover("normal");
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hitObjectHasSampleBank(0, "normal");
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hitObjectHasSampleBank(1, "normal");
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samplePopoverHasSingleBank("normal");
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setBankViaPopover(HitSampleInfo.BANK_NORMAL);
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hitObjectHasSampleBank(0, HitSampleInfo.BANK_NORMAL);
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hitObjectHasSampleBank(1, HitSampleInfo.BANK_NORMAL);
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samplePopoverHasSingleBank(HitSampleInfo.BANK_NORMAL);
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}
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[Test]
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public void TestHotkeysMultipleSelectionWithSameSampleBank()
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{
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AddStep("unify sample bank", () =>
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{
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foreach (var h in EditorBeatmap.HitObjects)
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{
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for (int i = 0; i < h.Samples.Count; i++)
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{
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h.Samples[i] = h.Samples[i].With(newBank: HitSampleInfo.BANK_SOFT);
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}
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}
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});
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AddStep("select both objects", () => EditorBeatmap.SelectedHitObjects.AddRange(EditorBeatmap.HitObjects));
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hitObjectHasSampleBank(0, HitSampleInfo.BANK_SOFT);
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hitObjectHasSampleBank(1, HitSampleInfo.BANK_SOFT);
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AddStep("Press normal bank shortcut", () =>
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{
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InputManager.PressKey(Key.ShiftLeft);
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InputManager.Key(Key.W);
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InputManager.ReleaseKey(Key.ShiftLeft);
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});
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hitObjectHasSampleBank(0, HitSampleInfo.BANK_NORMAL);
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hitObjectHasSampleBank(1, HitSampleInfo.BANK_NORMAL);
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AddStep("Press drum bank shortcut", () =>
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{
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InputManager.PressKey(Key.ShiftLeft);
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InputManager.Key(Key.R);
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InputManager.ReleaseKey(Key.ShiftLeft);
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});
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hitObjectHasSampleBank(0, HitSampleInfo.BANK_DRUM);
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hitObjectHasSampleBank(1, HitSampleInfo.BANK_DRUM);
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AddStep("Press auto bank shortcut", () =>
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{
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InputManager.PressKey(Key.ShiftLeft);
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InputManager.Key(Key.Q);
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InputManager.ReleaseKey(Key.ShiftLeft);
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});
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// Should be a noop.
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hitObjectHasSampleBank(0, HitSampleInfo.BANK_DRUM);
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hitObjectHasSampleBank(1, HitSampleInfo.BANK_DRUM);
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}
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[Test]
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public void TestHotkeysDuringPlacement()
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{
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AddStep("Enter placement mode", () => InputManager.Key(Key.Number2));
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AddStep("Move mouse to centre", () => InputManager.MoveMouseTo(Editor.ChildrenOfType<HitObjectComposer>().First().ScreenSpaceDrawQuad.Centre));
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AddStep("Move between two objects", () => EditorClock.Seek(250));
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AddStep("Press normal bank shortcut", () =>
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{
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InputManager.PressKey(Key.ShiftLeft);
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InputManager.Key(Key.W);
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InputManager.ReleaseKey(Key.ShiftLeft);
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});
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checkPlacementSample(HitSampleInfo.BANK_NORMAL);
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AddStep("Press drum bank shortcut", () =>
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{
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InputManager.PressKey(Key.ShiftLeft);
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InputManager.Key(Key.R);
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InputManager.ReleaseKey(Key.ShiftLeft);
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});
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checkPlacementSample(HitSampleInfo.BANK_DRUM);
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AddStep("Press auto bank shortcut", () =>
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{
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InputManager.PressKey(Key.ShiftLeft);
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InputManager.Key(Key.Q);
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InputManager.ReleaseKey(Key.ShiftLeft);
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});
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checkPlacementSample(HitSampleInfo.BANK_NORMAL);
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AddStep("Move after second object", () => EditorClock.Seek(750));
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checkPlacementSample(HitSampleInfo.BANK_SOFT);
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AddStep("Move to first object", () => EditorClock.Seek(0));
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checkPlacementSample(HitSampleInfo.BANK_NORMAL);
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void checkPlacementSample(string expected) => AddAssert($"Placement sample is {expected}", () => EditorBeatmap.PlacementObject.Value.Samples.First().Bank, () => Is.EqualTo(expected));
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}
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private void clickSamplePiece(int objectIndex) => AddStep($"click {objectIndex.ToOrdinalWords()} sample piece", () =>
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@ -73,7 +73,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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new HitCircle
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{
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StartTime = t += spacing,
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Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL, "soft") },
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Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT) },
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},
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new HitCircle
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{
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@ -83,7 +83,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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StartTime = t += spacing,
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Path = new SliderPath(PathType.Linear, new[] { Vector2.Zero, Vector2.UnitY * 200 }),
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Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_WHISTLE, "soft") },
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Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_WHISTLE, HitSampleInfo.BANK_SOFT) },
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},
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});
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@ -20,11 +20,20 @@ namespace osu.Game.Audio
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public const string HIT_FINISH = @"hitfinish";
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public const string HIT_CLAP = @"hitclap";
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public const string BANK_NORMAL = @"normal";
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public const string BANK_SOFT = @"soft";
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public const string BANK_DRUM = @"drum";
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/// <summary>
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/// All valid sample addition constants.
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/// </summary>
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public static IEnumerable<string> AllAdditions => new[] { HIT_WHISTLE, HIT_FINISH, HIT_CLAP };
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/// <summary>
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/// All valid bank constants.
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/// </summary>
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public static IEnumerable<string> AllBanks => new[] { BANK_NORMAL, BANK_SOFT, BANK_DRUM };
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/// <summary>
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/// The name of the sample to load.
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/// </summary>
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@ -14,7 +14,7 @@ namespace osu.Game.Beatmaps.ControlPoints
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/// </remarks>
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public class SampleControlPoint : ControlPoint, IEquatable<SampleControlPoint>
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{
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public const string DEFAULT_BANK = "normal";
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public const string DEFAULT_BANK = HitSampleInfo.BANK_NORMAL;
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public static readonly SampleControlPoint DEFAULT = new SampleControlPoint
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{
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@ -12,6 +12,7 @@ using System.Linq;
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using osu.Framework.Extensions;
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using osu.Framework.Extensions.EnumExtensions;
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using osu.Framework.Logging;
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using osu.Game.Audio;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Legacy;
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using osu.Game.Beatmaps.Timing;
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@ -480,7 +481,7 @@ namespace osu.Game.Beatmaps.Formats
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string stringSampleSet = sampleSet.ToString().ToLowerInvariant();
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if (stringSampleSet == @"none")
|
||||
stringSampleSet = @"normal";
|
||||
stringSampleSet = HitSampleInfo.BANK_NORMAL;
|
||||
|
||||
if (timingChange)
|
||||
{
|
||||
|
@ -589,13 +589,13 @@ namespace osu.Game.Beatmaps.Formats
|
||||
{
|
||||
switch (sampleBank?.ToLowerInvariant())
|
||||
{
|
||||
case "normal":
|
||||
case HitSampleInfo.BANK_NORMAL:
|
||||
return LegacySampleBank.Normal;
|
||||
|
||||
case "soft":
|
||||
case HitSampleInfo.BANK_SOFT:
|
||||
return LegacySampleBank.Soft;
|
||||
|
||||
case "drum":
|
||||
case HitSampleInfo.BANK_DRUM:
|
||||
return LegacySampleBank.Drum;
|
||||
|
||||
default:
|
||||
|
@ -77,6 +77,8 @@ namespace osu.Game.Rulesets.Edit
|
||||
|
||||
private FillFlowContainer togglesCollection;
|
||||
|
||||
private FillFlowContainer sampleBankTogglesCollection;
|
||||
|
||||
private IBindable<bool> hasTiming;
|
||||
private Bindable<bool> autoSeekOnPlacement;
|
||||
|
||||
@ -160,6 +162,16 @@ namespace osu.Game.Rulesets.Edit
|
||||
Direction = FillDirection.Vertical,
|
||||
Spacing = new Vector2(0, 5),
|
||||
},
|
||||
},
|
||||
new EditorToolboxGroup("bank (Shift-Q~R)")
|
||||
{
|
||||
Child = sampleBankTogglesCollection = new FillFlowContainer
|
||||
{
|
||||
RelativeSizeAxes = Axes.X,
|
||||
AutoSizeAxes = Axes.Y,
|
||||
Direction = FillDirection.Vertical,
|
||||
Spacing = new Vector2(0, 5),
|
||||
},
|
||||
}
|
||||
}
|
||||
},
|
||||
@ -197,6 +209,8 @@ namespace osu.Game.Rulesets.Edit
|
||||
TernaryStates = CreateTernaryButtons().ToArray();
|
||||
togglesCollection.AddRange(TernaryStates.Select(b => new DrawableTernaryButton(b)));
|
||||
|
||||
sampleBankTogglesCollection.AddRange(BlueprintContainer.SampleBankTernaryStates.Select(b => new DrawableTernaryButton(b)));
|
||||
|
||||
setSelectTool();
|
||||
|
||||
EditorBeatmap.SelectedHitObjects.CollectionChanged += selectionChanged;
|
||||
@ -249,7 +263,7 @@ namespace osu.Game.Rulesets.Edit
|
||||
/// <summary>
|
||||
/// Create all ternary states required to be displayed to the user.
|
||||
/// </summary>
|
||||
protected virtual IEnumerable<TernaryButton> CreateTernaryButtons() => BlueprintContainer.TernaryStates;
|
||||
protected virtual IEnumerable<TernaryButton> CreateTernaryButtons() => BlueprintContainer.MainTernaryStates;
|
||||
|
||||
/// <summary>
|
||||
/// Construct a relevant blueprint container. This will manage hitobject selection/placement input handling and display logic.
|
||||
@ -274,7 +288,7 @@ namespace osu.Game.Rulesets.Edit
|
||||
|
||||
protected override bool OnKeyDown(KeyDownEvent e)
|
||||
{
|
||||
if (e.ControlPressed || e.AltPressed || e.SuperPressed || e.ShiftPressed)
|
||||
if (e.ControlPressed || e.AltPressed || e.SuperPressed)
|
||||
return false;
|
||||
|
||||
if (checkLeftToggleFromKey(e.Key, out int leftIndex))
|
||||
@ -291,7 +305,9 @@ namespace osu.Game.Rulesets.Edit
|
||||
|
||||
if (checkRightToggleFromKey(e.Key, out int rightIndex))
|
||||
{
|
||||
var item = togglesCollection.ElementAtOrDefault(rightIndex);
|
||||
var item = e.ShiftPressed
|
||||
? sampleBankTogglesCollection.ElementAtOrDefault(rightIndex)
|
||||
: togglesCollection.ElementAtOrDefault(rightIndex);
|
||||
|
||||
if (item is DrawableTernaryButton button)
|
||||
{
|
||||
|
@ -32,6 +32,11 @@ namespace osu.Game.Rulesets.Edit
|
||||
/// </summary>
|
||||
public PlacementState PlacementActive { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether the sample bank should be taken from the previous hit object.
|
||||
/// </summary>
|
||||
public bool AutomaticBankAssignment { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="HitObject"/> that is being placed.
|
||||
/// </summary>
|
||||
@ -86,11 +91,6 @@ namespace osu.Game.Rulesets.Edit
|
||||
/// <param name="commitStart">Whether this call is committing a value for HitObject.StartTime and continuing with further adjustments.</param>
|
||||
protected void BeginPlacement(bool commitStart = false)
|
||||
{
|
||||
// Take the hitnormal sample of the last hit object
|
||||
var lastHitNormal = getPreviousHitObject()?.Samples?.FirstOrDefault(o => o.Name == HitSampleInfo.HIT_NORMAL);
|
||||
if (lastHitNormal != null)
|
||||
HitObject.Samples[0] = lastHitNormal;
|
||||
|
||||
placementHandler.BeginPlacement(HitObject);
|
||||
if (commitStart)
|
||||
PlacementActive = PlacementState.Active;
|
||||
@ -155,6 +155,14 @@ namespace osu.Game.Rulesets.Edit
|
||||
if (HitObject is IHasComboInformation comboInformation)
|
||||
comboInformation.UpdateComboInformation(getPreviousHitObject() as IHasComboInformation);
|
||||
}
|
||||
|
||||
if (AutomaticBankAssignment)
|
||||
{
|
||||
// Take the hitnormal sample of the last hit object
|
||||
var lastHitNormal = getPreviousHitObject()?.Samples?.FirstOrDefault(o => o.Name == HitSampleInfo.HIT_NORMAL);
|
||||
if (lastHitNormal != null)
|
||||
HitObject.Samples[0] = lastHitNormal;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -14,6 +14,8 @@ using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Audio;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Graphics.Sprites;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Edit.Tools;
|
||||
@ -56,7 +58,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
TernaryStates = CreateTernaryButtons().ToArray();
|
||||
MainTernaryStates = CreateTernaryButtons().ToArray();
|
||||
SampleBankTernaryStates = createSampleBankTernaryButtons().ToArray();
|
||||
|
||||
AddInternal(new DrawableRulesetDependenciesProvidingContainer(Composer.Ruleset)
|
||||
{
|
||||
@ -78,9 +81,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
|
||||
// we own SelectionHandler so don't need to worry about making bindable copies (for simplicity)
|
||||
foreach (var kvp in SelectionHandler.SelectionSampleStates)
|
||||
{
|
||||
kvp.Value.BindValueChanged(_ => updatePlacementSamples());
|
||||
}
|
||||
|
||||
foreach (var kvp in SelectionHandler.SelectionBankStates)
|
||||
kvp.Value.BindValueChanged(_ => updatePlacementSamples());
|
||||
}
|
||||
|
||||
protected override void TransferBlueprintFor(HitObject hitObject, DrawableHitObject drawableObject)
|
||||
@ -166,6 +170,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
|
||||
foreach (var kvp in SelectionHandler.SelectionSampleStates)
|
||||
sampleChanged(kvp.Key, kvp.Value.Value);
|
||||
|
||||
foreach (var kvp in SelectionHandler.SelectionBankStates)
|
||||
bankChanged(kvp.Key, kvp.Value.Value);
|
||||
}
|
||||
|
||||
private void sampleChanged(string sampleName, TernaryState state)
|
||||
@ -190,12 +197,24 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
}
|
||||
}
|
||||
|
||||
private void bankChanged(string bankName, TernaryState state)
|
||||
{
|
||||
if (CurrentPlacement == null) return;
|
||||
|
||||
if (bankName == EditorSelectionHandler.HIT_BANK_AUTO)
|
||||
CurrentPlacement.AutomaticBankAssignment = state == TernaryState.True;
|
||||
else if (state == TernaryState.True)
|
||||
CurrentPlacement.HitObject.Samples = CurrentPlacement.HitObject.Samples.Select(s => s.With(newBank: bankName)).ToList();
|
||||
}
|
||||
|
||||
public readonly Bindable<TernaryState> NewCombo = new Bindable<TernaryState> { Description = "New Combo" };
|
||||
|
||||
/// <summary>
|
||||
/// A collection of states which will be displayed to the user in the toolbox.
|
||||
/// </summary>
|
||||
public TernaryButton[] TernaryStates { get; private set; }
|
||||
public TernaryButton[] MainTernaryStates { get; private set; }
|
||||
|
||||
public TernaryButton[] SampleBankTernaryStates { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Create all ternary states required to be displayed to the user.
|
||||
@ -209,6 +228,39 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
yield return new TernaryButton(kvp.Value, kvp.Key.Replace("hit", string.Empty).Titleize(), () => getIconForSample(kvp.Key));
|
||||
}
|
||||
|
||||
private IEnumerable<TernaryButton> createSampleBankTernaryButtons()
|
||||
{
|
||||
foreach (var kvp in SelectionHandler.SelectionBankStates)
|
||||
yield return new TernaryButton(kvp.Value, kvp.Key.Titleize(), () => getIconForBank(kvp.Key));
|
||||
}
|
||||
|
||||
private Drawable getIconForBank(string sampleName)
|
||||
{
|
||||
return new Container
|
||||
{
|
||||
Size = new Vector2(30, 20),
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new SpriteIcon
|
||||
{
|
||||
Size = new Vector2(8),
|
||||
Anchor = Anchor.CentreLeft,
|
||||
Origin = Anchor.CentreLeft,
|
||||
Icon = FontAwesome.Solid.VolumeOff
|
||||
},
|
||||
new OsuSpriteText
|
||||
{
|
||||
Anchor = Anchor.CentreLeft,
|
||||
Origin = Anchor.CentreLeft,
|
||||
X = 10,
|
||||
Y = -1,
|
||||
Font = OsuFont.Default.With(weight: FontWeight.Bold, size: 20),
|
||||
Text = $"{char.ToUpperInvariant(sampleName.First())}"
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
private Drawable getIconForSample(string sampleName)
|
||||
{
|
||||
switch (sampleName)
|
||||
|
@ -11,6 +11,7 @@ using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics.UserInterface;
|
||||
using osu.Game.Audio;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
@ -20,6 +21,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
{
|
||||
public partial class EditorSelectionHandler : SelectionHandler<HitObject>
|
||||
{
|
||||
/// <summary>
|
||||
/// A special bank name that is only used in the editor UI.
|
||||
/// When selected and in placement mode, the bank of the last hit object will always be used.
|
||||
/// </summary>
|
||||
public const string HIT_BANK_AUTO = "auto";
|
||||
|
||||
[Resolved]
|
||||
protected EditorBeatmap EditorBeatmap { get; private set; }
|
||||
|
||||
@ -48,11 +55,83 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
/// </summary>
|
||||
public readonly Dictionary<string, Bindable<TernaryState>> SelectionSampleStates = new Dictionary<string, Bindable<TernaryState>>();
|
||||
|
||||
/// <summary>
|
||||
/// The state of each sample bank type for all selected hitobjects.
|
||||
/// </summary>
|
||||
public readonly Dictionary<string, Bindable<TernaryState>> SelectionBankStates = new Dictionary<string, Bindable<TernaryState>>();
|
||||
|
||||
/// <summary>
|
||||
/// Set up ternary state bindables and bind them to selection/hitobject changes (in both directions)
|
||||
/// </summary>
|
||||
private void createStateBindables()
|
||||
{
|
||||
foreach (string bankName in HitSampleInfo.AllBanks.Prepend(HIT_BANK_AUTO))
|
||||
{
|
||||
var bindable = new Bindable<TernaryState>
|
||||
{
|
||||
Description = bankName.Titleize()
|
||||
};
|
||||
|
||||
bindable.ValueChanged += state =>
|
||||
{
|
||||
switch (state.NewValue)
|
||||
{
|
||||
case TernaryState.False:
|
||||
if (SelectedItems.Count == 0)
|
||||
{
|
||||
// Ensure that if this is the last selected bank, it should remain selected.
|
||||
if (SelectionBankStates.Values.All(b => b.Value == TernaryState.False))
|
||||
bindable.Value = TernaryState.True;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Auto should never apply when there is a selection made.
|
||||
// This is also required to stop a bindable feedback loop when a HitObject has zero samples (and LINQ `All` below becomes true).
|
||||
if (bankName == HIT_BANK_AUTO)
|
||||
break;
|
||||
|
||||
// Never remove a sample bank.
|
||||
// These are basically radio buttons, not toggles.
|
||||
if (SelectedItems.All(h => h.Samples.All(s => s.Bank == bankName)))
|
||||
bindable.Value = TernaryState.True;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case TernaryState.True:
|
||||
if (SelectedItems.Count == 0)
|
||||
{
|
||||
// Ensure the user can't stack multiple bank selections when there's no hitobject selection.
|
||||
// Note that in normal scenarios this is sorted out by the feedback from applying the bank to the selected objects.
|
||||
foreach (var other in SelectionBankStates.Values)
|
||||
{
|
||||
if (other != bindable)
|
||||
other.Value = TernaryState.False;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Auto should just not apply if there's a selection already made.
|
||||
// Maybe we could make it a disabled button in the future, but right now the editor buttons don't support disabled state.
|
||||
if (bankName == HIT_BANK_AUTO)
|
||||
{
|
||||
bindable.Value = TernaryState.False;
|
||||
break;
|
||||
}
|
||||
|
||||
AddSampleBank(bankName);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
};
|
||||
|
||||
SelectionBankStates[bankName] = bindable;
|
||||
}
|
||||
|
||||
// start with normal selected.
|
||||
SelectionBankStates[SampleControlPoint.DEFAULT_BANK].Value = TernaryState.True;
|
||||
|
||||
foreach (string sampleName in HitSampleInfo.AllAdditions)
|
||||
{
|
||||
var bindable = new Bindable<TernaryState>
|
||||
@ -104,12 +183,33 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
{
|
||||
bindable.Value = GetStateFromSelection(SelectedItems, h => h.Samples.Any(s => s.Name == sampleName));
|
||||
}
|
||||
|
||||
foreach ((string bankName, var bindable) in SelectionBankStates)
|
||||
{
|
||||
bindable.Value = GetStateFromSelection(SelectedItems, h => h.Samples.All(s => s.Bank == bankName));
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Ternary state changes
|
||||
|
||||
/// <summary>
|
||||
/// Adds a sample bank to all selected <see cref="HitObject"/>s.
|
||||
/// </summary>
|
||||
/// <param name="bankName">The name of the sample bank.</param>
|
||||
public void AddSampleBank(string bankName)
|
||||
{
|
||||
EditorBeatmap.PerformOnSelection(h =>
|
||||
{
|
||||
if (h.Samples.All(s => s.Bank == bankName))
|
||||
return;
|
||||
|
||||
h.Samples = h.Samples.Select(s => s.With(newBank: bankName)).ToList();
|
||||
EditorBeatmap.Update(h);
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a hit sample to all selected <see cref="HitObject"/>s.
|
||||
/// </summary>
|
||||
@ -174,11 +274,17 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
yield return new TernaryStateToggleMenuItem("New combo") { State = { BindTarget = SelectionNewComboState } };
|
||||
}
|
||||
|
||||
yield return new OsuMenuItem("Sound")
|
||||
yield return new OsuMenuItem("Sample")
|
||||
{
|
||||
Items = SelectionSampleStates.Select(kvp =>
|
||||
new TernaryStateToggleMenuItem(kvp.Value.Description) { State = { BindTarget = kvp.Value } }).ToArray()
|
||||
};
|
||||
|
||||
yield return new OsuMenuItem("Bank")
|
||||
{
|
||||
Items = SelectionBankStates.Select(kvp =>
|
||||
new TernaryStateToggleMenuItem(kvp.Value.Description) { State = { BindTarget = kvp.Value } }).ToArray()
|
||||
};
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
Loading…
Reference in New Issue
Block a user