// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System.Collections.Generic; using System.Linq; using Humanizer; using JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; 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; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.UI; using osu.Game.Screens.Edit.Components.TernaryButtons; using osuTK; using osuTK.Input; namespace osu.Game.Screens.Edit.Compose.Components { /// /// A blueprint container generally displayed as an overlay to a ruleset's playfield. /// public partial class ComposeBlueprintContainer : EditorBlueprintContainer { private readonly Container placementBlueprintContainer; protected new EditorSelectionHandler SelectionHandler => (EditorSelectionHandler)base.SelectionHandler; public PlacementBlueprint CurrentPlacement { get; private set; } [Resolved(canBeNull: true)] private EditorScreenWithTimeline editorScreen { get; set; } /// /// Positional input must be received outside the container's bounds, /// in order to handle composer blueprints which are partially offscreen. /// public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => editorScreen?.MainContent.ReceivePositionalInputAt(screenSpacePos) ?? base.ReceivePositionalInputAt(screenSpacePos); public ComposeBlueprintContainer(HitObjectComposer composer) : base(composer) { placementBlueprintContainer = new Container { RelativeSizeAxes = Axes.Both }; } [BackgroundDependencyLoader] private void load() { MainTernaryStates = CreateTernaryButtons().ToArray(); SampleBankTernaryStates = createSampleBankTernaryButtons().ToArray(); AddInternal(new DrawableRulesetDependenciesProvidingContainer(Composer.Ruleset) { Child = placementBlueprintContainer }); } protected override void LoadComplete() { base.LoadComplete(); Beatmap.HitObjectAdded += hitObjectAdded; // updates to selected are handled for us by SelectionHandler. NewCombo.BindTo(SelectionHandler.SelectionNewComboState); // we are responsible for current placement blueprint updated based on state changes. NewCombo.ValueChanged += _ => updatePlacementNewCombo(); // 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) { base.TransferBlueprintFor(hitObject, drawableObject); var blueprint = (HitObjectSelectionBlueprint)GetBlueprintFor(hitObject); blueprint.DrawableObject = drawableObject; } private bool nudgeMovementActive; protected override bool OnKeyDown(KeyDownEvent e) { if (e.ControlPressed) { switch (e.Key) { case Key.Left: nudgeSelection(new Vector2(-1, 0)); return true; case Key.Right: nudgeSelection(new Vector2(1, 0)); return true; case Key.Up: nudgeSelection(new Vector2(0, -1)); return true; case Key.Down: nudgeSelection(new Vector2(0, 1)); return true; } } return false; } protected override void OnKeyUp(KeyUpEvent e) { base.OnKeyUp(e); if (nudgeMovementActive && !e.ControlPressed) { Beatmap.EndChange(); nudgeMovementActive = false; } } /// /// Move the current selection spatially by the specified delta, in gamefield coordinates (ie. the same coordinates as the blueprints). /// /// private void nudgeSelection(Vector2 delta) { if (!nudgeMovementActive) { nudgeMovementActive = true; Beatmap.BeginChange(); } var firstBlueprint = SelectionHandler.SelectedBlueprints.FirstOrDefault(); if (firstBlueprint == null) return; // convert to game space coordinates delta = firstBlueprint.ToScreenSpace(delta) - firstBlueprint.ToScreenSpace(Vector2.Zero); SelectionHandler.HandleMovement(new MoveSelectionEvent(firstBlueprint, delta)); } private void updatePlacementNewCombo() { if (CurrentPlacement?.HitObject is IHasComboInformation c) c.NewCombo = NewCombo.Value == TernaryState.True; } private void updatePlacementSamples() { if (CurrentPlacement == null) return; 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) { if (CurrentPlacement == null) return; var samples = CurrentPlacement.HitObject.Samples; var existingSample = samples.FirstOrDefault(s => s.Name == sampleName); switch (state) { case TernaryState.False: if (existingSample != null) samples.Remove(existingSample); break; case TernaryState.True: if (existingSample == null) samples.Add(CurrentPlacement.HitObject.CreateHitSampleInfo(sampleName)); break; } } 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 NewCombo = new Bindable { Description = "New Combo" }; /// /// A collection of states which will be displayed to the user in the toolbox. /// public TernaryButton[] MainTernaryStates { get; private set; } public TernaryButton[] SampleBankTernaryStates { get; private set; } /// /// Create all ternary states required to be displayed to the user. /// protected virtual IEnumerable CreateTernaryButtons() { //TODO: this should only be enabled (visible?) for rulesets that provide combo-supporting HitObjects. yield return new TernaryButton(NewCombo, "New combo", () => new SpriteIcon { Icon = OsuIcon.EditorNewComboA }); foreach (var kvp in SelectionHandler.SelectionSampleStates) yield return new TernaryButton(kvp.Value, kvp.Key.Replace("hit", string.Empty).Titleize(), () => getIconForSample(kvp.Key)); } private IEnumerable 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) { case HitSampleInfo.HIT_CLAP: return new SpriteIcon { Icon = FontAwesome.Solid.Hands }; case HitSampleInfo.HIT_WHISTLE: return new SpriteIcon { Icon = OsuIcon.EditorWhistle }; case HitSampleInfo.HIT_FINISH: return new SpriteIcon { Icon = OsuIcon.EditorFinish }; } return null; } #region Placement /// /// Refreshes the current placement tool. /// private void refreshTool() { removePlacement(); ensurePlacementCreated(); } private void updatePlacementPosition() { var snapResult = Composer.FindSnappedPositionAndTime(InputManager.CurrentState.Mouse.Position); // if no time was found from positional snapping, we should still quantize to the beat. snapResult.Time ??= Beatmap.SnapTime(EditorClock.CurrentTime, null); CurrentPlacement.UpdateTimeAndPosition(snapResult); } #endregion protected override void Update() { base.Update(); if (CurrentPlacement != null) { switch (CurrentPlacement.PlacementActive) { case PlacementBlueprint.PlacementState.Waiting: if (!Composer.CursorInPlacementArea) removePlacement(); break; case PlacementBlueprint.PlacementState.Finished: removePlacement(); break; } } if (Composer.CursorInPlacementArea) ensurePlacementCreated(); if (CurrentPlacement != null) updatePlacementPosition(); } protected sealed override SelectionBlueprint CreateBlueprintFor(HitObject item) { var drawable = Composer.HitObjects.FirstOrDefault(d => d.HitObject == item); if (drawable == null) return null; return CreateHitObjectBlueprintFor(item)?.With(b => b.DrawableObject = drawable); } [CanBeNull] public virtual HitObjectSelectionBlueprint CreateHitObjectBlueprintFor(HitObject hitObject) => null; private void hitObjectAdded(HitObject obj) { // refresh the tool to handle the case of placement completing. refreshTool(); // on successful placement, the new combo button should be reset as this is the most common user interaction. if (Beatmap.SelectedHitObjects.Count == 0) NewCombo.Value = TernaryState.False; } private void ensurePlacementCreated() { if (CurrentPlacement != null) return; var blueprint = CurrentTool?.CreatePlacementBlueprint(); if (blueprint != null) { placementBlueprintContainer.Child = CurrentPlacement = blueprint; // Fixes a 1-frame position discrepancy due to the first mouse move event happening in the next frame updatePlacementPosition(); updatePlacementSamples(); updatePlacementNewCombo(); } } private void commitIfPlacementActive() { CurrentPlacement?.EndPlacement(CurrentPlacement.PlacementActive == PlacementBlueprint.PlacementState.Active); removePlacement(); } private void removePlacement() { CurrentPlacement?.EndPlacement(false); CurrentPlacement?.Expire(); CurrentPlacement = null; } private HitObjectCompositionTool currentTool; /// /// The current placement tool. /// public HitObjectCompositionTool CurrentTool { get => currentTool; set { if (currentTool == value) return; currentTool = value; // As per stable editor, when changing tools, we should forcefully commit any pending placement. commitIfPlacementActive(); } } } }