// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Collections.Generic; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Configuration; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; 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.Objects; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.UI; using osu.Game.Screens.Edit.Screens.Compose.Layers; using osu.Game.Screens.Edit.Screens.Compose.RadioButtons; namespace osu.Game.Rulesets.Edit { public abstract class HitObjectComposer : CompositeDrawable { public IEnumerable HitObjects => rulesetContainer.Playfield.AllHitObjects; protected readonly Ruleset Ruleset; protected readonly IBindable Beatmap = new Bindable(); protected IRulesetConfigManager Config { get; private set; } private readonly List layerContainers = new List(); private EditRulesetContainer rulesetContainer; private HitObjectMaskLayer maskLayer; private PlacementContainer placementContainer; internal HitObjectComposer(Ruleset ruleset) { Ruleset = ruleset; RelativeSizeAxes = Axes.Both; } [BackgroundDependencyLoader] private void load(IBindableBeatmap beatmap, IFrameBasedClock framedClock) { Beatmap.BindTo(beatmap); try { rulesetContainer = CreateRulesetContainer(); rulesetContainer.Clock = framedClock; } catch (Exception e) { Logger.Error(e, "Could not load beatmap sucessfully!"); return; } var layerBelowRuleset = CreateLayerContainer(); layerBelowRuleset.Child = new BorderLayer { RelativeSizeAxes = Axes.Both }; var layerAboveRuleset = CreateLayerContainer(); layerAboveRuleset.Children = new Drawable[] { maskLayer = new HitObjectMaskLayer(), placementContainer = new PlacementContainer(), }; 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, rulesetContainer, layerAboveRuleset } } }, }, ColumnDimensions = new[] { new Dimension(GridSizeMode.Absolute, 200), } }; toolboxCollection.Items = CompositionTools.Select(t => new RadioButton(t.Name, () => placementContainer.CurrentTool = t)) .Prepend(new RadioButton("Select", () => placementContainer.CurrentTool = null)) .ToList(); toolboxCollection.Items[0].Select(); } protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) { var dependencies = new DependencyContainer(base.CreateChildDependencies(parent)); dependencies.CacheAs(this); Config = dependencies.Get().GetConfigFor(Ruleset); return dependencies; } protected override void UpdateAfterChildren() { base.UpdateAfterChildren(); layerContainers.ForEach(l => { l.Anchor = rulesetContainer.Playfield.Anchor; l.Origin = rulesetContainer.Playfield.Origin; l.Position = rulesetContainer.Playfield.Position; l.Size = rulesetContainer.Playfield.Size; }); } /// /// Adds a to the and visualises it. /// /// The to add. public void Add(HitObject hitObject) { maskLayer.AddMaskFor(rulesetContainer.Add(hitObject)); placementContainer.Refresh(); } public void Remove(HitObject hitObject) => maskLayer.RemoveMaskFor(rulesetContainer.Remove(hitObject)); internal abstract EditRulesetContainer CreateRulesetContainer(); protected abstract IReadOnlyList CompositionTools { get; } /// /// Creates a for a specific . /// /// The to create the overlay for. public virtual SelectionMask CreateMaskFor(DrawableHitObject hitObject) => null; /// /// Creates a which outlines s /// and handles hitobject pattern adjustments. /// public virtual MaskSelection CreateMaskSelection() => new MaskSelection(); /// /// Creates a which provides a layer above or below the . /// protected virtual Container CreateLayerContainer() => new Container { RelativeSizeAxes = Axes.Both }; } public abstract class HitObjectComposer : HitObjectComposer where TObject : HitObject { protected HitObjectComposer(Ruleset ruleset) : base(ruleset) { } internal override EditRulesetContainer CreateRulesetContainer() => new EditRulesetContainer(CreateRulesetContainer(Ruleset, Beatmap.Value)); protected abstract RulesetContainer CreateRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap); } }