// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using osu.Framework; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using osu.Framework.Graphics.UserInterface; using osu.Framework.Input; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Framework.Logging; using osu.Framework.Platform; using osu.Framework.Screens; using osu.Framework.Timing; using osu.Game.Beatmaps; using osu.Game.Graphics; using osu.Game.Graphics.Cursor; using osu.Game.Graphics.UserInterface; using osu.Game.Input.Bindings; using osu.Game.Online.API; using osu.Game.Overlays; using osu.Game.Rulesets.Edit; using osu.Game.Screens.Edit.Components; using osu.Game.Screens.Edit.Components.Menus; using osu.Game.Screens.Edit.Components.Timelines.Summary; using osu.Game.Screens.Edit.Compose; using osu.Game.Screens.Edit.Design; using osu.Game.Screens.Edit.Setup; using osu.Game.Screens.Edit.Timing; using osu.Game.Screens.Play; using osu.Game.Users; using osuTK.Graphics; using osuTK.Input; namespace osu.Game.Screens.Edit { [Cached(typeof(IBeatSnapProvider))] public class Editor : ScreenWithBeatmapBackground, IKeyBindingHandler, IKeyBindingHandler, IBeatSnapProvider { public override float BackgroundParallaxAmount => 0.1f; public override bool AllowBackButton => false; public override bool HideOverlaysOnEnter => true; public override bool DisallowExternalBeatmapRulesetChanges => true; public override bool AllowRateAdjustments => false; protected bool HasUnsavedChanges => lastSavedHash != changeHandler.CurrentStateHash; [Resolved] private BeatmapManager beatmapManager { get; set; } [Resolved(canBeNull: true)] private DialogOverlay dialogOverlay { get; set; } private bool exitConfirmed; private string lastSavedHash; private Box bottomBackground; private Container screenContainer; private EditorScreen currentScreen; private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor(); private EditorClock clock; private IBeatmap playableBeatmap; private EditorBeatmap editorBeatmap; private EditorChangeHandler changeHandler; private DependencyContainer dependencies; protected override UserActivity InitialActivity => new UserActivity.Editing(Beatmap.Value.BeatmapInfo); protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) => dependencies = new DependencyContainer(base.CreateChildDependencies(parent)); [Resolved] private IAPIProvider api { get; set; } [BackgroundDependencyLoader] private void load(OsuColour colours, GameHost host) { beatDivisor.Value = Beatmap.Value.BeatmapInfo.BeatDivisor; beatDivisor.BindValueChanged(divisor => Beatmap.Value.BeatmapInfo.BeatDivisor = divisor.NewValue); // Todo: should probably be done at a DrawableRuleset level to share logic with Player. var sourceClock = (IAdjustableClock)Beatmap.Value.Track ?? new StopwatchClock(); clock = new EditorClock(Beatmap.Value, beatDivisor) { IsCoupled = false }; clock.ChangeSource(sourceClock); dependencies.CacheAs(clock); AddInternal(clock); // todo: remove caching of this and consume via editorBeatmap? dependencies.Cache(beatDivisor); bool isNewBeatmap = false; if (Beatmap.Value is DummyWorkingBeatmap) { isNewBeatmap = true; Beatmap.Value = beatmapManager.CreateNew(Ruleset.Value, api.LocalUser.Value); } try { playableBeatmap = Beatmap.Value.GetPlayableBeatmap(Beatmap.Value.BeatmapInfo.Ruleset); } catch (Exception e) { Logger.Error(e, "Could not load beatmap successfully!"); // couldn't load, hard abort! this.Exit(); return; } AddInternal(editorBeatmap = new EditorBeatmap(playableBeatmap, Beatmap.Value.Skin)); dependencies.CacheAs(editorBeatmap); changeHandler = new EditorChangeHandler(editorBeatmap); dependencies.CacheAs(changeHandler); updateLastSavedHash(); EditorMenuBar menuBar; OsuMenuItem undoMenuItem; OsuMenuItem redoMenuItem; var fileMenuItems = new List { new EditorMenuItem("Save", MenuItemType.Standard, Save) }; if (RuntimeInfo.IsDesktop) fileMenuItems.Add(new EditorMenuItem("Export package", MenuItemType.Standard, exportBeatmap)); fileMenuItems.Add(new EditorMenuItemSpacer()); fileMenuItems.Add(new EditorMenuItem("Exit", MenuItemType.Standard, this.Exit)); AddInternal(new OsuContextMenuContainer { RelativeSizeAxes = Axes.Both, Children = new[] { new Container { Name = "Screen container", RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Top = 40, Bottom = 60 }, Child = screenContainer = new Container { RelativeSizeAxes = Axes.Both, Masking = true } }, new Container { Name = "Top bar", RelativeSizeAxes = Axes.X, Height = 40, Child = menuBar = new EditorMenuBar { Anchor = Anchor.CentreLeft, Origin = Anchor.CentreLeft, RelativeSizeAxes = Axes.Both, Mode = { Value = isNewBeatmap ? EditorScreenMode.SongSetup : EditorScreenMode.Compose }, Items = new[] { new MenuItem("File") { Items = fileMenuItems }, new MenuItem("Edit") { Items = new[] { undoMenuItem = new EditorMenuItem("Undo", MenuItemType.Standard, Undo), redoMenuItem = new EditorMenuItem("Redo", MenuItemType.Standard, Redo) } } } } }, new Container { Name = "Bottom bar", Anchor = Anchor.BottomLeft, Origin = Anchor.BottomLeft, RelativeSizeAxes = Axes.X, Height = 60, Children = new Drawable[] { bottomBackground = new Box { RelativeSizeAxes = Axes.Both }, new Container { RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Vertical = 5, Horizontal = 10 }, Child = new GridContainer { RelativeSizeAxes = Axes.Both, ColumnDimensions = new[] { new Dimension(GridSizeMode.Absolute, 220), new Dimension(), new Dimension(GridSizeMode.Absolute, 220) }, Content = new[] { new Drawable[] { new Container { RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Right = 10 }, Child = new TimeInfoContainer { RelativeSizeAxes = Axes.Both }, }, new SummaryTimeline { RelativeSizeAxes = Axes.Both, }, new Container { RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Left = 10 }, Child = new PlaybackControl { RelativeSizeAxes = Axes.Both }, } }, } }, } } }, } }); changeHandler.CanUndo.BindValueChanged(v => undoMenuItem.Action.Disabled = !v.NewValue, true); changeHandler.CanRedo.BindValueChanged(v => redoMenuItem.Action.Disabled = !v.NewValue, true); menuBar.Mode.ValueChanged += onModeChanged; bottomBackground.Colour = colours.Gray2; } protected void Save() { // apply any set-level metadata changes. beatmapManager.Update(playableBeatmap.BeatmapInfo.BeatmapSet); // save the loaded beatmap's data stream. beatmapManager.Save(playableBeatmap.BeatmapInfo, editorBeatmap, editorBeatmap.BeatmapSkin); updateLastSavedHash(); } protected override void Update() { base.Update(); clock.ProcessFrame(); } public bool OnPressed(PlatformAction action) { switch (action.ActionType) { case PlatformActionType.Undo: Undo(); return true; case PlatformActionType.Redo: Redo(); return true; case PlatformActionType.Save: Save(); return true; } return false; } public void OnReleased(PlatformAction action) { } protected override bool OnKeyDown(KeyDownEvent e) { switch (e.Key) { case Key.Left: seek(e, -1); return true; case Key.Right: seek(e, 1); return true; } return base.OnKeyDown(e); } private double scrollAccumulation; protected override bool OnScroll(ScrollEvent e) { const double precision = 1; double scrollComponent = e.ScrollDelta.X + e.ScrollDelta.Y; double scrollDirection = Math.Sign(scrollComponent); // this is a special case to handle the "pivot" scenario. // if we are precise scrolling in one direction then change our mind and scroll backwards, // the existing accumulation should be applied in the inverse direction to maintain responsiveness. if (scrollAccumulation != 0 && Math.Sign(scrollAccumulation) != scrollDirection) scrollAccumulation = scrollDirection * (precision - Math.Abs(scrollAccumulation)); scrollAccumulation += scrollComponent * (e.IsPrecise ? 0.1 : 1); // because we are doing snapped seeking, we need to add up precise scrolls until they accumulate to an arbitrary cut-off. while (Math.Abs(scrollAccumulation) >= precision) { if (scrollAccumulation > 0) seek(e, -1); else seek(e, 1); scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision); } return true; } public bool OnPressed(GlobalAction action) { if (action == GlobalAction.Back) { // as we don't want to display the back button, manual handling of exit action is required. this.Exit(); return true; } return false; } public void OnReleased(GlobalAction action) { } public override void OnEntering(IScreen last) { base.OnEntering(last); // todo: temporary. we want to be applying dim using the UserDimContainer eventually. Background.FadeColour(Color4.DarkGray, 500); Background.EnableUserDim.Value = false; Background.BlurAmount.Value = 0; resetTrack(true); } public override bool OnExiting(IScreen next) { if (!exitConfirmed && dialogOverlay != null && HasUnsavedChanges && !(dialogOverlay.CurrentDialog is PromptForSaveDialog)) { dialogOverlay?.Push(new PromptForSaveDialog(confirmExit, confirmExitWithSave)); return true; } Background.FadeColour(Color4.White, 500); resetTrack(); return base.OnExiting(next); } private void confirmExitWithSave() { exitConfirmed = true; Save(); this.Exit(); } private void confirmExit() { exitConfirmed = true; this.Exit(); } protected void Undo() => changeHandler.RestoreState(-1); protected void Redo() => changeHandler.RestoreState(1); private void resetTrack(bool seekToStart = false) { Beatmap.Value.Track?.Stop(); if (seekToStart) { double targetTime = 0; if (Beatmap.Value.Beatmap.HitObjects.Count > 0) { // seek to one beat length before the first hitobject targetTime = Beatmap.Value.Beatmap.HitObjects[0].StartTime; targetTime -= Beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(targetTime).BeatLength; } clock.Seek(Math.Max(0, targetTime)); } } private void onModeChanged(ValueChangedEvent e) { currentScreen?.Exit(); switch (e.NewValue) { case EditorScreenMode.SongSetup: currentScreen = new SetupScreen(); break; case EditorScreenMode.Compose: currentScreen = new ComposeScreen(); break; case EditorScreenMode.Design: currentScreen = new DesignScreen(); break; case EditorScreenMode.Timing: currentScreen = new TimingScreen(); break; } LoadComponentAsync(currentScreen, newScreen => { if (newScreen == currentScreen) screenContainer.Add(newScreen); }); } private void seek(UIEvent e, int direction) { double amount = e.ShiftPressed ? 2 : 1; if (direction < 1) clock.SeekBackward(!clock.IsRunning, amount); else clock.SeekForward(!clock.IsRunning, amount); } private void exportBeatmap() { Save(); beatmapManager.Export(Beatmap.Value.BeatmapSetInfo); } private void updateLastSavedHash() { lastSavedHash = changeHandler.CurrentStateHash; } public double SnapTime(double time, double? referenceTime) => editorBeatmap.SnapTime(time, referenceTime); public double GetBeatLengthAtTime(double referenceTime) => editorBeatmap.GetBeatLengthAtTime(referenceTime); public int BeatDivisor => beatDivisor.Value; } }