// 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.Collections.Specialized; 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.Input.Events; using osu.Framework.Logging; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Overlays.Settings; 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.Rulesets.UI.Scrolling; 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; using osuTK; using osuTK.Input; 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; [Resolved] protected EditorClock EditorClock { get; private set; } [Resolved] protected EditorBeatmap EditorBeatmap { get; private set; } [Resolved] protected IBeatSnapProvider BeatSnapProvider { get; private set; } protected ComposeBlueprintContainer BlueprintContainer { get; private set; } private DrawableEditRulesetWrapper drawableRulesetWrapper; protected readonly Container LayerBelowRuleset = new Container { RelativeSizeAxes = Axes.Both }; private InputManager inputManager; private RadioButtonCollection toolboxCollection; protected HitObjectComposer(Ruleset ruleset) { Ruleset = ruleset; } [BackgroundDependencyLoader] private void load() { Config = Dependencies.Get().GetConfigFor(Ruleset); try { drawableRulesetWrapper = new DrawableEditRulesetWrapper(CreateDrawableRuleset(Ruleset, EditorBeatmap.PlayableBeatmap)) { Clock = EditorClock, ProcessCustomClock = false }; } catch (Exception e) { Logger.Error(e, "Could not load beatmap sucessfully!"); return; } InternalChild = new GridContainer { RelativeSizeAxes = Axes.Both, Content = new[] { new Drawable[] { new FillFlowContainer { Name = "Sidebar", RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Right = 10 }, Spacing = new Vector2(10), Children = new Drawable[] { new ToolboxGroup("toolbox") { Child = toolboxCollection = new RadioButtonCollection { RelativeSizeAxes = Axes.X } }, new ToolboxGroup("toggles") { ChildrenEnumerable = Toggles.Select(b => new SettingsCheckbox { Bindable = b, LabelText = b?.Description ?? "unknown" }) } } }, new Container { Name = "Content", RelativeSizeAxes = Axes.Both, Masking = true, Children = new Drawable[] { // layers below playfield drawableRulesetWrapper.CreatePlayfieldAdjustmentContainer().WithChildren(new Drawable[] { LayerBelowRuleset, new EditorPlayfieldBorder { RelativeSizeAxes = Axes.Both } }), drawableRulesetWrapper, // layers above playfield drawableRulesetWrapper.CreatePlayfieldAdjustmentContainer() .WithChild(BlueprintContainer = CreateBlueprintContainer(HitObjects)) } } }, }, ColumnDimensions = new[] { new Dimension(GridSizeMode.Absolute, 200), } }; toolboxCollection.Items = CompositionTools .Prepend(new SelectTool()) .Select(t => new RadioButton(t.Name, () => toolSelected(t))) .ToList(); setSelectTool(); EditorBeatmap.SelectedHitObjects.CollectionChanged += selectionChanged; } protected override void LoadComplete() { base.LoadComplete(); inputManager = GetContainingInputManager(); } public override Playfield Playfield => drawableRulesetWrapper.Playfield; public override IEnumerable HitObjects => drawableRulesetWrapper.Playfield.AllHitObjects; public override bool CursorInPlacementArea => drawableRulesetWrapper.Playfield.ReceivePositionalInputAt(inputManager.CurrentState.Mouse.Position); /// /// Defines all available composition tools, listed on the left side of the editor screen as button controls. /// This should usually define one tool for each type used in the target ruleset. /// /// /// A "select" tool is automatically added as the first tool. /// protected abstract IReadOnlyList CompositionTools { get; } /// /// A collection of toggles which will be displayed to the user. /// The display name will be decided by . /// protected virtual IEnumerable Toggles => Enumerable.Empty(); /// /// Construct a relevant blueprint container. This will manage hitobject selection/placement input handling and display logic. /// /// A live collection of all s in the editor beatmap. protected virtual ComposeBlueprintContainer CreateBlueprintContainer(IEnumerable hitObjects) => new ComposeBlueprintContainer(hitObjects); /// /// Construct a drawable ruleset for the provided ruleset. /// /// /// Can be overridden to add editor-specific logical changes to a 's standard . /// For example, hit animations or judgement logic may be changed to give a better editor user experience. /// /// The ruleset used to construct its drawable counterpart. /// The loaded beatmap. /// The mods to be applied. /// An editor-relevant . protected virtual DrawableRuleset CreateDrawableRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList mods = null) => (DrawableRuleset)ruleset.CreateDrawableRulesetWith(beatmap, mods); #region Tool selection logic protected override bool OnKeyDown(KeyDownEvent e) { if (e.Key >= Key.Number1 && e.Key <= Key.Number9) { var item = toolboxCollection.Items.ElementAtOrDefault(e.Key - Key.Number1); if (item != null) { item.Select(); return true; } } return base.OnKeyDown(e); } private void selectionChanged(object sender, NotifyCollectionChangedEventArgs changedArgs) { if (EditorBeatmap.SelectedHitObjects.Any()) { // ensure in selection mode if a selection is made. setSelectTool(); } } private void setSelectTool() => toolboxCollection.Items.First().Select(); private void toolSelected(HitObjectCompositionTool tool) { BlueprintContainer.CurrentTool = tool; if (!(tool is SelectTool)) EditorBeatmap.SelectedHitObjects.Clear(); } #endregion #region IPlacementHandler public void BeginPlacement(HitObject hitObject) { EditorBeatmap.PlacementObject.Value = hitObject; } public void EndPlacement(HitObject hitObject, bool commit) { EditorBeatmap.PlacementObject.Value = null; if (commit) { EditorBeatmap.Add(hitObject); if (EditorClock.CurrentTime < hitObject.StartTime) EditorClock.SeekTo(hitObject.StartTime); } } public void Delete(HitObject hitObject) => EditorBeatmap.Remove(hitObject); #endregion #region IPositionSnapProvider /// /// Retrieve the relevant at a specified screen-space position. /// In cases where a ruleset doesn't require custom logic (due to nested playfields, for example) /// this will return the ruleset's main playfield. /// /// The screen-space position to query. /// The most relevant . protected virtual Playfield PlayfieldAtScreenSpacePosition(Vector2 screenSpacePosition) => drawableRulesetWrapper.Playfield; public override SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition) { var playfield = PlayfieldAtScreenSpacePosition(screenSpacePosition); double? targetTime = null; if (playfield is ScrollingPlayfield scrollingPlayfield) { targetTime = scrollingPlayfield.TimeAtScreenSpacePosition(screenSpacePosition); // apply beat snapping targetTime = BeatSnapProvider.SnapTime(targetTime.Value); // convert back to screen space screenSpacePosition = scrollingPlayfield.ScreenSpacePositionAtTime(targetTime.Value); } return new SnapResult(screenSpacePosition, targetTime, playfield); } public override float GetBeatSnapDistanceAt(double referenceTime) { DifficultyControlPoint difficultyPoint = EditorBeatmap.ControlPointInfo.DifficultyPointAt(referenceTime); return (float)(100 * EditorBeatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier / BeatSnapProvider.BeatDivisor); } public override float DurationToDistance(double referenceTime, double duration) { double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceTime); return (float)(duration / beatLength * GetBeatSnapDistanceAt(referenceTime)); } public override double DistanceToDuration(double referenceTime, float distance) { double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceTime); return distance / GetBeatSnapDistanceAt(referenceTime) * beatLength; } public override double GetSnappedDurationFromDistance(double referenceTime, float distance) => BeatSnapProvider.SnapTime(referenceTime + DistanceToDuration(referenceTime, distance), referenceTime) - referenceTime; public override float GetSnappedDistanceFromDistance(double referenceTime, float distance) { double actualDuration = referenceTime + DistanceToDuration(referenceTime, distance); double snappedEndTime = BeatSnapProvider.SnapTime(actualDuration, referenceTime); double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceTime); // we don't want to exceed the actual duration and snap to a point in the future. // as we are snapping to beat length via SnapTime (which will round-to-nearest), check for snapping in the forward direction and reverse it. if (snappedEndTime > actualDuration + 1) snappedEndTime -= beatLength; return DurationToDistance(referenceTime, snappedEndTime - referenceTime); } #endregion } /// /// A non-generic definition of a HitObject composer class. /// Generally used to access certain methods without requiring a generic type for . /// [Cached(typeof(HitObjectComposer))] [Cached(typeof(IPositionSnapProvider))] public abstract class HitObjectComposer : CompositeDrawable, IPositionSnapProvider { protected HitObjectComposer() { RelativeSizeAxes = Axes.Both; } /// /// The target ruleset's playfield. /// public abstract Playfield Playfield { get; } /// /// All s in currently loaded beatmap. /// 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; } #region IPositionSnapProvider public abstract SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition); public abstract float GetBeatSnapDistanceAt(double referenceTime); public abstract float DurationToDistance(double referenceTime, double duration); public abstract double DistanceToDuration(double referenceTime, float distance); public abstract double GetSnappedDurationFromDistance(double referenceTime, float distance); public abstract float GetSnappedDistanceFromDistance(double referenceTime, float distance); #endregion } }