// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Linq; using osu.Framework.Extensions.TypeExtensions; using osu.Framework.Threading; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Types; namespace osu.Game.Screens.Edit.Compose.Components { internal partial class HitObjectInspector : EditorInspector { protected override void LoadComplete() { base.LoadComplete(); EditorBeatmap.SelectedHitObjects.CollectionChanged += (_, _) => updateInspectorText(); EditorBeatmap.TransactionBegan += updateInspectorText; EditorBeatmap.TransactionEnded += updateInspectorText; updateInspectorText(); } private ScheduledDelegate? rollingTextUpdate; private void updateInspectorText() { InspectorText.Clear(); rollingTextUpdate?.Cancel(); rollingTextUpdate = null; switch (EditorBeatmap.SelectedHitObjects.Count) { case 0: AddValue("No selection"); break; case 1: var selected = EditorBeatmap.SelectedHitObjects.Single(); AddHeader("Type"); AddValue($"{selected.GetType().ReadableName()}"); AddHeader("Time"); AddValue($"{selected.StartTime:#,0.##}ms"); switch (selected) { case IHasPosition pos: AddHeader("Position"); AddValue($"x:{pos.X:#,0.##} y:{pos.Y:#,0.##}"); break; case IHasXPosition x: AddHeader("Position"); AddValue($"x:{x.X:#,0.##} "); break; case IHasYPosition y: AddHeader("Position"); AddValue($"y:{y.Y:#,0.##}"); break; } if (selected is IHasDistance distance) { AddHeader("Distance"); AddValue($"{distance.Distance:#,0.##}px"); } if (selected is IHasSliderVelocity sliderVelocity) { AddHeader("Slider Velocity"); AddValue($"{sliderVelocity.SliderVelocity:#,0.00}x"); } if (selected is IHasRepeats repeats) { AddHeader("Repeats"); AddValue($"{repeats.RepeatCount:#,0.##}"); } if (selected is IHasDuration duration) { AddHeader("End Time"); AddValue($"{duration.EndTime:#,0.##}ms"); AddHeader("Duration"); AddValue($"{duration.Duration:#,0.##}ms"); } // I'd hope there's a better way to do this, but I don't want to bind to each and every property above to watch for changes. // This is a good middle-ground for the time being. rollingTextUpdate ??= Scheduler.AddDelayed(updateInspectorText, 250); break; default: AddHeader("Selected Objects"); AddValue($"{EditorBeatmap.SelectedHitObjects.Count:#,0.##}"); AddHeader("Start Time"); AddValue($"{EditorBeatmap.SelectedHitObjects.Min(o => o.StartTime):#,0.##}ms"); AddHeader("End Time"); AddValue($"{EditorBeatmap.SelectedHitObjects.Max(o => o.GetEndTime()):#,0.##}ms"); break; } } } }