// 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 System.Linq; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Input; using osu.Framework.Logging; using osu.Framework.Timing; using osu.Game.Beatmaps; using osu.Game.Rulesets.Configuration; using osu.Game.Rulesets.Edit.Tools; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.UI; using osu.Game.Screens.Edit; using osu.Game.Screens.Edit.Components.RadioButtons; using osu.Game.Screens.Edit.Compose; using osu.Game.Screens.Edit.Compose.Components; namespace osu.Game.Rulesets.Edit { [Cached(Type = typeof(IPlacementHandler))] public abstract class HitObjectComposer : HitObjectComposer, IPlacementHandler where TObject : HitObject { protected IRulesetConfigManager Config { get; private set; } protected readonly Ruleset Ruleset; private IWorkingBeatmap workingBeatmap; private Beatmap playableBeatmap; private EditorBeatmap editorBeatmap; private IBeatmapProcessor beatmapProcessor; private DrawableEditRulesetWrapper drawableRulesetWrapper; private BlueprintContainer blueprintContainer; private readonly List layerContainers = new List(); private InputManager inputManager; protected HitObjectComposer(Ruleset ruleset) { Ruleset = ruleset; RelativeSizeAxes = Axes.Both; } [BackgroundDependencyLoader] private void load(IFrameBasedClock framedClock) { try { drawableRulesetWrapper = new DrawableEditRulesetWrapper(CreateDrawableRuleset(Ruleset, workingBeatmap, Array.Empty())) { Clock = framedClock }; } catch (Exception e) { Logger.Error(e, "Could not load beatmap sucessfully!"); return; } var layerBelowRuleset = drawableRulesetWrapper.CreatePlayfieldAdjustmentContainer(); layerBelowRuleset.Child = new EditorPlayfieldBorder { RelativeSizeAxes = Axes.Both }; var layerAboveRuleset = drawableRulesetWrapper.CreatePlayfieldAdjustmentContainer(); layerAboveRuleset.Child = blueprintContainer = new BlueprintContainer(); layerContainers.Add(layerBelowRuleset); layerContainers.Add(layerAboveRuleset); RadioButtonCollection toolboxCollection; InternalChild = new GridContainer { RelativeSizeAxes = Axes.Both, Content = new[] { new Drawable[] { new FillFlowContainer { Name = "Sidebar", RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Right = 10 }, Children = new Drawable[] { new ToolboxGroup { Child = toolboxCollection = new RadioButtonCollection { RelativeSizeAxes = Axes.X } } } }, new Container { Name = "Content", RelativeSizeAxes = Axes.Both, Children = new Drawable[] { layerBelowRuleset, drawableRulesetWrapper, layerAboveRuleset } } }, }, ColumnDimensions = new[] { new Dimension(GridSizeMode.Absolute, 200), } }; toolboxCollection.Items = CompositionTools.Select(t => new RadioButton(t.Name, () => blueprintContainer.CurrentTool = t)) .Prepend(new RadioButton("Select", () => blueprintContainer.CurrentTool = null)) .ToList(); toolboxCollection.Items[0].Select(); } protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) { var parentWorkingBeatmap = parent.Get>().Value; playableBeatmap = (Beatmap)parentWorkingBeatmap.GetPlayableBeatmap(Ruleset.RulesetInfo, Array.Empty()); workingBeatmap = new EditorWorkingBeatmap(playableBeatmap, parentWorkingBeatmap); beatmapProcessor = Ruleset.CreateBeatmapProcessor(playableBeatmap); editorBeatmap = new EditorBeatmap(playableBeatmap); editorBeatmap.HitObjectAdded += addHitObject; editorBeatmap.HitObjectRemoved += removeHitObject; editorBeatmap.StartTimeChanged += updateHitObject; var dependencies = new DependencyContainer(parent); dependencies.CacheAs(editorBeatmap); dependencies.CacheAs>(editorBeatmap); Config = dependencies.Get().GetConfigFor(Ruleset); return base.CreateChildDependencies(dependencies); } protected override void LoadComplete() { base.LoadComplete(); inputManager = GetContainingInputManager(); } protected override void UpdateAfterChildren() { base.UpdateAfterChildren(); layerContainers.ForEach(l => { l.Anchor = drawableRulesetWrapper.Playfield.Anchor; l.Origin = drawableRulesetWrapper.Playfield.Origin; l.Position = drawableRulesetWrapper.Playfield.Position; l.Size = drawableRulesetWrapper.Playfield.Size; }); } private void addHitObject(HitObject hitObject) => updateHitObject(hitObject); private void removeHitObject(HitObject hitObject) { beatmapProcessor?.PreProcess(); beatmapProcessor?.PostProcess(); } private void updateHitObject(HitObject hitObject) { beatmapProcessor?.PreProcess(); hitObject.ApplyDefaults(playableBeatmap.ControlPointInfo, playableBeatmap.BeatmapInfo.BaseDifficulty); beatmapProcessor?.PostProcess(); } public override IEnumerable HitObjects => drawableRulesetWrapper.Playfield.AllHitObjects; public override bool CursorInPlacementArea => drawableRulesetWrapper.Playfield.ReceivePositionalInputAt(inputManager.CurrentState.Mouse.Position); protected abstract IReadOnlyList CompositionTools { get; } protected abstract DrawableRuleset CreateDrawableRuleset(Ruleset ruleset, IWorkingBeatmap beatmap, IReadOnlyList mods); public void BeginPlacement(HitObject hitObject) { } public void EndPlacement(HitObject hitObject) => editorBeatmap.Add(hitObject); public void Delete(HitObject hitObject) => editorBeatmap.Remove(hitObject); protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); if (editorBeatmap != null) { editorBeatmap.HitObjectAdded -= addHitObject; editorBeatmap.HitObjectRemoved -= removeHitObject; } } } [Cached(typeof(HitObjectComposer))] public abstract class HitObjectComposer : CompositeDrawable { internal HitObjectComposer() { RelativeSizeAxes = Axes.Both; } /// /// All the s. /// public abstract IEnumerable HitObjects { get; } /// /// Whether the user's cursor is currently in an area of the that is valid for placement. /// public abstract bool CursorInPlacementArea { get; } /// /// Creates a for a specific . /// /// The to create the overlay for. public virtual SelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject) => null; /// /// Creates a which outlines s and handles movement of selections. /// public virtual SelectionHandler CreateSelectionHandler() => new SelectionHandler(); } }