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423 lines
16 KiB
C#
423 lines
16 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Humanizer;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input.Bindings;
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using osu.Game.Audio;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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public partial class EditorSelectionHandler : SelectionHandler<HitObject>
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{
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/// <summary>
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/// A special bank name that is only used in the editor UI.
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/// When selected and in placement mode, the bank of the last hit object will always be used.
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/// </summary>
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public const string HIT_BANK_AUTO = "auto";
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[Resolved]
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protected EditorBeatmap EditorBeatmap { get; private set; } = null!;
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[BackgroundDependencyLoader]
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private void load()
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{
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createStateBindables();
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// bring in updates from selection changes
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EditorBeatmap.HitObjectUpdated += _ => Scheduler.AddOnce(UpdateTernaryStates);
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SelectedItems.CollectionChanged += (_, _) => Scheduler.AddOnce(UpdateTernaryStates);
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}
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protected override void DeleteItems(IEnumerable<HitObject> items) => EditorBeatmap.RemoveRange(items);
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#region Selection State
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/// <summary>
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/// The state of "new combo" for all selected hitobjects.
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/// </summary>
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public readonly Bindable<TernaryState> SelectionNewComboState = new Bindable<TernaryState>();
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/// <summary>
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/// The state of each sample type for all selected hitobjects. Keys match with <see cref="HitSampleInfo"/> constant specifications.
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/// </summary>
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public readonly Dictionary<string, Bindable<TernaryState>> SelectionSampleStates = new Dictionary<string, Bindable<TernaryState>>();
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/// <summary>
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/// The state of each sample bank type for all selected hitobjects.
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/// </summary>
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public readonly Dictionary<string, Bindable<TernaryState>> SelectionBankStates = new Dictionary<string, Bindable<TernaryState>>();
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/// <summary>
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/// Set up ternary state bindables and bind them to selection/hitobject changes (in both directions)
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/// </summary>
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private void createStateBindables()
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{
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foreach (string bankName in HitSampleInfo.AllBanks.Prepend(HIT_BANK_AUTO))
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{
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var bindable = new Bindable<TernaryState>
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{
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Description = bankName.Titleize()
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};
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bindable.ValueChanged += state =>
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{
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switch (state.NewValue)
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{
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case TernaryState.False:
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if (SelectedItems.Count == 0)
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{
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// Ensure that if this is the last selected bank, it should remain selected.
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if (SelectionBankStates.Values.All(b => b.Value == TernaryState.False))
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bindable.Value = TernaryState.True;
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}
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else
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{
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// Auto should never apply when there is a selection made.
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// This is also required to stop a bindable feedback loop when a HitObject has zero samples (and LINQ `All` below becomes true).
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if (bankName == HIT_BANK_AUTO)
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break;
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// Never remove a sample bank.
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// These are basically radio buttons, not toggles.
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if (SelectedItems.All(h => h.Samples.All(s => s.Bank == bankName)))
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bindable.Value = TernaryState.True;
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}
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break;
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case TernaryState.True:
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if (SelectedItems.Count == 0)
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{
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// Ensure the user can't stack multiple bank selections when there's no hitobject selection.
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// Note that in normal scenarios this is sorted out by the feedback from applying the bank to the selected objects.
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foreach (var other in SelectionBankStates.Values)
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{
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if (other != bindable)
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other.Value = TernaryState.False;
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}
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}
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else
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{
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// Auto should just not apply if there's a selection already made.
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// Maybe we could make it a disabled button in the future, but right now the editor buttons don't support disabled state.
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if (bankName == HIT_BANK_AUTO)
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{
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bindable.Value = TernaryState.False;
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break;
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}
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SetSampleBank(bankName);
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}
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break;
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}
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};
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SelectionBankStates[bankName] = bindable;
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}
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// start with normal selected.
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SelectionBankStates[SampleControlPoint.DEFAULT_BANK].Value = TernaryState.True;
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foreach (string sampleName in HitSampleInfo.AllAdditions)
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{
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var bindable = new Bindable<TernaryState>
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{
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Description = sampleName.Replace("hit", string.Empty).Titleize()
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};
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bindable.ValueChanged += state =>
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{
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switch (state.NewValue)
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{
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case TernaryState.False:
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RemoveHitSample(sampleName);
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break;
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case TernaryState.True:
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AddHitSample(sampleName);
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break;
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}
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};
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SelectionSampleStates[sampleName] = bindable;
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}
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// new combo
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SelectionNewComboState.ValueChanged += state =>
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{
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switch (state.NewValue)
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{
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case TernaryState.False:
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SetNewCombo(false);
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break;
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case TernaryState.True:
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SetNewCombo(true);
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break;
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}
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};
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}
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/// <summary>
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/// Called when context menu ternary states may need to be recalculated (selection changed or hitobject updated).
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/// </summary>
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protected virtual void UpdateTernaryStates()
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{
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SelectionNewComboState.Value = GetStateFromSelection(SelectedItems.OfType<IHasComboInformation>(), h => h.NewCombo);
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var samplesInSelection = SelectedItems.SelectMany(enumerateAllSamples).ToArray();
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foreach ((string sampleName, var bindable) in SelectionSampleStates)
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{
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bindable.Value = GetStateFromSelection(samplesInSelection, h => h.Any(s => s.Name == sampleName));
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}
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foreach ((string bankName, var bindable) in SelectionBankStates)
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{
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bindable.Value = GetStateFromSelection(samplesInSelection.SelectMany(s => s), h => h.Bank == bankName);
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}
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IEnumerable<IList<HitSampleInfo>> enumerateAllSamples(HitObject hitObject)
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{
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yield return hitObject.Samples;
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if (hitObject is IHasRepeats withRepeats)
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{
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foreach (var node in withRepeats.NodeSamples)
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yield return node;
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}
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}
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}
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#endregion
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#region Ternary state changes
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/// <summary>
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/// Sets the sample bank for all selected <see cref="HitObject"/>s.
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/// </summary>
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/// <param name="bankName">The name of the sample bank.</param>
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public void SetSampleBank(string bankName)
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{
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bool hasRelevantBank(HitObject hitObject)
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{
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bool result = hitObject.Samples.All(s => s.Bank == bankName);
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if (hitObject is IHasRepeats hasRepeats)
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{
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foreach (var node in hasRepeats.NodeSamples)
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result &= node.All(s => s.Bank == bankName);
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}
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return result;
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}
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if (SelectedItems.All(hasRelevantBank))
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return;
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EditorBeatmap.PerformOnSelection(h =>
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{
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if (hasRelevantBank(h))
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return;
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h.Samples = h.Samples.Select(s => s.With(newBank: bankName)).ToList();
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if (h is IHasRepeats hasRepeats)
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{
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for (int i = 0; i < hasRepeats.NodeSamples.Count; ++i)
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hasRepeats.NodeSamples[i] = hasRepeats.NodeSamples[i].Select(s => s.With(newBank: bankName)).ToList();
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}
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EditorBeatmap.Update(h);
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});
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}
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private bool hasRelevantSample(HitObject hitObject, string sampleName)
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{
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bool result = hitObject.Samples.Any(s => s.Name == sampleName);
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if (hitObject is IHasRepeats hasRepeats)
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{
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foreach (var node in hasRepeats.NodeSamples)
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result &= node.Any(s => s.Name == sampleName);
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}
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return result;
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}
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/// <summary>
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/// Adds a hit sample to all selected <see cref="HitObject"/>s.
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/// </summary>
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/// <param name="sampleName">The name of the hit sample.</param>
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public void AddHitSample(string sampleName)
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{
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if (SelectedItems.All(h => hasRelevantSample(h, sampleName)))
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return;
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EditorBeatmap.PerformOnSelection(h =>
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{
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// Make sure there isn't already an existing sample
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if (h.Samples.All(s => s.Name != sampleName))
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h.Samples.Add(h.CreateHitSampleInfo(sampleName));
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if (h is IHasRepeats hasRepeats)
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{
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foreach (var node in hasRepeats.NodeSamples)
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{
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if (node.Any(s => s.Name == sampleName))
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continue;
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var hitSample = h.CreateHitSampleInfo(sampleName);
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string? existingAdditionBank = node.FirstOrDefault(s => s.Name != HitSampleInfo.HIT_NORMAL)?.Bank;
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if (existingAdditionBank != null)
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hitSample = hitSample.With(newBank: existingAdditionBank);
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node.Add(hitSample);
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}
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}
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EditorBeatmap.Update(h);
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});
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}
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/// <summary>
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/// Removes a hit sample from all selected <see cref="HitObject"/>s.
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/// </summary>
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/// <param name="sampleName">The name of the hit sample.</param>
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public void RemoveHitSample(string sampleName)
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{
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if (SelectedItems.All(h => !hasRelevantSample(h, sampleName)))
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return;
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EditorBeatmap.PerformOnSelection(h =>
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{
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h.SamplesBindable.RemoveAll(s => s.Name == sampleName);
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if (h is IHasRepeats hasRepeats)
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{
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for (int i = 0; i < hasRepeats.NodeSamples.Count; ++i)
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hasRepeats.NodeSamples[i] = hasRepeats.NodeSamples[i].Where(s => s.Name != sampleName).ToList();
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}
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EditorBeatmap.Update(h);
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});
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}
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/// <summary>
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/// Set the new combo state of all selected <see cref="HitObject"/>s.
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/// </summary>
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/// <param name="state">Whether to set or unset.</param>
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/// <exception cref="InvalidOperationException">Throws if any selected object doesn't implement <see cref="IHasComboInformation"/></exception>
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public void SetNewCombo(bool state)
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{
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if (SelectedItems.OfType<IHasComboInformation>().All(h => h.NewCombo == state))
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return;
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EditorBeatmap.PerformOnSelection(h =>
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{
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var comboInfo = h as IHasComboInformation;
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if (comboInfo == null || comboInfo.NewCombo == state) return;
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comboInfo.NewCombo = state;
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EditorBeatmap.Update(h);
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});
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}
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#endregion
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#region Context Menu
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/// <summary>
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/// Provide context menu items relevant to current selection. Calling base is not required.
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/// </summary>
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/// <param name="selection">The current selection.</param>
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/// <returns>The relevant menu items.</returns>
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protected override IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint<HitObject>> selection)
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{
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if (SelectedBlueprints.All(b => b.Item is IHasComboInformation))
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{
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yield return new TernaryStateToggleMenuItem("New combo")
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{
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State = { BindTarget = SelectionNewComboState },
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Hotkey = new Hotkey(new KeyCombination(InputKey.Q))
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};
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}
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yield return new OsuMenuItem("Sample") { Items = getSampleSubmenuItems().ToArray(), };
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yield return new OsuMenuItem("Bank") { Items = getBankSubmenuItems().ToArray(), };
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}
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private IEnumerable<MenuItem> getSampleSubmenuItems()
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{
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var whistle = SelectionSampleStates[HitSampleInfo.HIT_WHISTLE];
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yield return new TernaryStateToggleMenuItem(whistle.Description)
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{
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State = { BindTarget = whistle },
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Hotkey = new Hotkey(new KeyCombination(InputKey.W))
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};
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var finish = SelectionSampleStates[HitSampleInfo.HIT_FINISH];
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yield return new TernaryStateToggleMenuItem(finish.Description)
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{
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State = { BindTarget = finish },
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Hotkey = new Hotkey(new KeyCombination(InputKey.E))
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};
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var clap = SelectionSampleStates[HitSampleInfo.HIT_CLAP];
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yield return new TernaryStateToggleMenuItem(clap.Description)
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{
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State = { BindTarget = clap },
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Hotkey = new Hotkey(new KeyCombination(InputKey.R))
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};
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}
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private IEnumerable<MenuItem> getBankSubmenuItems()
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{
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var auto = SelectionBankStates[HIT_BANK_AUTO];
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yield return new TernaryStateToggleMenuItem(auto.Description)
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{
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State = { BindTarget = auto },
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Hotkey = new Hotkey(new KeyCombination(InputKey.Shift, InputKey.Q))
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};
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var normal = SelectionBankStates[HitSampleInfo.BANK_NORMAL];
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yield return new TernaryStateToggleMenuItem(normal.Description)
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{
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State = { BindTarget = normal },
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Hotkey = new Hotkey(new KeyCombination(InputKey.Shift, InputKey.W))
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};
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var soft = SelectionBankStates[HitSampleInfo.BANK_SOFT];
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yield return new TernaryStateToggleMenuItem(soft.Description)
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{
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State = { BindTarget = soft },
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Hotkey = new Hotkey(new KeyCombination(InputKey.Shift, InputKey.E))
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};
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var drum = SelectionBankStates[HitSampleInfo.BANK_DRUM];
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yield return new TernaryStateToggleMenuItem(drum.Description)
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{
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State = { BindTarget = drum },
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Hotkey = new Hotkey(new KeyCombination(InputKey.Shift, InputKey.R))
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};
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}
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#endregion
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}
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}
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