// 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; using System.Collections.Generic; using System.Linq; using Humanizer; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics.UserInterface; using osu.Game.Audio; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Graphics.UserInterface; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Types; namespace osu.Game.Screens.Edit.Compose.Components { public partial class EditorSelectionHandler : SelectionHandler { /// /// A special bank name that is only used in the editor UI. /// When selected and in placement mode, the bank of the last hit object will always be used. /// public const string HIT_BANK_AUTO = "auto"; [Resolved] protected EditorBeatmap EditorBeatmap { get; private set; } [BackgroundDependencyLoader] private void load() { createStateBindables(); // bring in updates from selection changes EditorBeatmap.HitObjectUpdated += _ => Scheduler.AddOnce(UpdateTernaryStates); SelectedItems.CollectionChanged += (_, _) => Scheduler.AddOnce(UpdateTernaryStates); } protected override void DeleteItems(IEnumerable items) => EditorBeatmap.RemoveRange(items); #region Selection State /// /// The state of "new combo" for all selected hitobjects. /// public readonly Bindable SelectionNewComboState = new Bindable(); /// /// The state of each sample type for all selected hitobjects. Keys match with constant specifications. /// public readonly Dictionary> SelectionSampleStates = new Dictionary>(); /// /// The state of each sample bank type for all selected hitobjects. /// public readonly Dictionary> SelectionBankStates = new Dictionary>(); /// /// Set up ternary state bindables and bind them to selection/hitobject changes (in both directions) /// private void createStateBindables() { foreach (string bankName in HitSampleInfo.AllBanks.Prepend(HIT_BANK_AUTO)) { var bindable = new Bindable { Description = bankName.Titleize() }; bindable.ValueChanged += state => { switch (state.NewValue) { case TernaryState.False: if (SelectedItems.Count == 0) { // Ensure that if this is the last selected bank, it should remain selected. if (SelectionBankStates.Values.All(b => b.Value == TernaryState.False)) bindable.Value = TernaryState.True; } else { // Auto should never apply when there is a selection made. // This is also required to stop a bindable feedback loop when a HitObject has zero samples (and LINQ `All` below becomes true). if (bankName == HIT_BANK_AUTO) break; // Never remove a sample bank. // These are basically radio buttons, not toggles. if (SelectedItems.All(h => h.Samples.All(s => s.Bank == bankName))) bindable.Value = TernaryState.True; } break; case TernaryState.True: if (SelectedItems.Count == 0) { // Ensure the user can't stack multiple bank selections when there's no hitobject selection. // Note that in normal scenarios this is sorted out by the feedback from applying the bank to the selected objects. foreach (var other in SelectionBankStates.Values) { if (other != bindable) other.Value = TernaryState.False; } } else { // Auto should just not apply if there's a selection already made. // Maybe we could make it a disabled button in the future, but right now the editor buttons don't support disabled state. if (bankName == HIT_BANK_AUTO) { bindable.Value = TernaryState.False; break; } AddSampleBank(bankName); } break; } }; SelectionBankStates[bankName] = bindable; } // start with normal selected. SelectionBankStates[SampleControlPoint.DEFAULT_BANK].Value = TernaryState.True; foreach (string sampleName in HitSampleInfo.AllAdditions) { var bindable = new Bindable { Description = sampleName.Replace("hit", string.Empty).Titleize() }; bindable.ValueChanged += state => { switch (state.NewValue) { case TernaryState.False: RemoveHitSample(sampleName); break; case TernaryState.True: AddHitSample(sampleName); break; } }; SelectionSampleStates[sampleName] = bindable; } // new combo SelectionNewComboState.ValueChanged += state => { switch (state.NewValue) { case TernaryState.False: SetNewCombo(false); break; case TernaryState.True: SetNewCombo(true); break; } }; } /// /// Called when context menu ternary states may need to be recalculated (selection changed or hitobject updated). /// protected virtual void UpdateTernaryStates() { SelectionNewComboState.Value = GetStateFromSelection(SelectedItems.OfType(), h => h.NewCombo); foreach ((string sampleName, var bindable) in SelectionSampleStates) { bindable.Value = GetStateFromSelection(SelectedItems, h => h.Samples.Any(s => s.Name == sampleName)); } foreach ((string bankName, var bindable) in SelectionBankStates) { bindable.Value = GetStateFromSelection(SelectedItems, h => h.Samples.All(s => s.Bank == bankName)); } } #endregion #region Ternary state changes /// /// Adds a sample bank to all selected s. /// /// The name of the sample bank. public void AddSampleBank(string bankName) { EditorBeatmap.PerformOnSelection(h => { if (h.Samples.All(s => s.Bank == bankName)) return; h.Samples = h.Samples.Select(s => s.With(newBank: bankName)).ToList(); EditorBeatmap.Update(h); }); } /// /// Adds a hit sample to all selected s. /// /// The name of the hit sample. public void AddHitSample(string sampleName) { EditorBeatmap.PerformOnSelection(h => { // Make sure there isn't already an existing sample if (h.Samples.Any(s => s.Name == sampleName)) return; var sampleToAdd = h.CreateHitSampleInfo(sampleName); h.Samples.Add(sampleToAdd); EditorBeatmap.Update(h); }); } /// /// Removes a hit sample from all selected s. /// /// The name of the hit sample. public void RemoveHitSample(string sampleName) { EditorBeatmap.PerformOnSelection(h => { h.SamplesBindable.RemoveAll(s => s.Name == sampleName); EditorBeatmap.Update(h); }); } /// /// Set the new combo state of all selected s. /// /// Whether to set or unset. /// Throws if any selected object doesn't implement public void SetNewCombo(bool state) { EditorBeatmap.PerformOnSelection(h => { var comboInfo = h as IHasComboInformation; if (comboInfo == null || comboInfo.NewCombo == state) return; comboInfo.NewCombo = state; EditorBeatmap.Update(h); }); } #endregion #region Context Menu /// /// Provide context menu items relevant to current selection. Calling base is not required. /// /// The current selection. /// The relevant menu items. protected override IEnumerable GetContextMenuItemsForSelection(IEnumerable> selection) { if (SelectedBlueprints.All(b => b.Item is IHasComboInformation)) { yield return new TernaryStateToggleMenuItem("New combo") { State = { BindTarget = SelectionNewComboState } }; } yield return new OsuMenuItem("Sample") { Items = SelectionSampleStates.Select(kvp => new TernaryStateToggleMenuItem(kvp.Value.Description) { State = { BindTarget = kvp.Value } }).ToArray() }; yield return new OsuMenuItem("Bank") { Items = SelectionBankStates.Select(kvp => new TernaryStateToggleMenuItem(kvp.Value.Description) { State = { BindTarget = kvp.Value } }).ToArray() }; } #endregion } }