1
0
mirror of https://github.com/ppy/osu.git synced 2024-09-22 12:07:23 +08:00
osu-lazer/osu.Game/Screens/Edit/Compose/ComposeScreen.cs
2023-07-11 11:42:31 +02:00

178 lines
6.0 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System.Diagnostics;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Platform;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Extensions;
using osu.Game.IO.Serialization;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Edit;
using osu.Game.Screens.Edit.Compose.Components.Timeline;
namespace osu.Game.Screens.Edit.Compose
{
public partial class ComposeScreen : EditorScreenWithTimeline, IGameplaySettings
{
[Resolved]
private Clipboard hostClipboard { get; set; } = null!;
[Resolved]
private EditorClock clock { get; set; }
[Resolved]
private IGameplaySettings globalGameplaySettings { get; set; }
private Bindable<string> clipboard { get; set; }
private HitObjectComposer composer;
public ComposeScreen()
: base(EditorScreenMode.Compose)
{
}
private Ruleset ruleset;
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
{
var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
ruleset = parent.Get<IBindable<WorkingBeatmap>>().Value.BeatmapInfo.Ruleset.CreateInstance();
composer = ruleset?.CreateHitObjectComposer();
// make the composer available to the timeline and other components in this screen.
if (composer != null)
dependencies.CacheAs(composer);
return dependencies;
}
protected override Drawable CreateMainContent()
{
if (ruleset == null || composer == null)
return new ScreenWhiteBox.UnderConstructionMessage(ruleset == null ? "This beatmap" : $"{ruleset.Description}'s composer");
return wrapSkinnableContent(composer);
}
protected override Drawable CreateTimelineContent()
{
if (ruleset == null || composer == null)
return base.CreateTimelineContent();
return wrapSkinnableContent(new TimelineBlueprintContainer(composer));
}
private Drawable wrapSkinnableContent(Drawable content)
{
Debug.Assert(ruleset != null);
return new EditorSkinProvidingContainer(EditorBeatmap).WithChild(content);
}
[BackgroundDependencyLoader]
private void load(EditorClipboard clipboard)
{
this.clipboard = clipboard.Content.GetBoundCopy();
}
protected override void LoadComplete()
{
base.LoadComplete();
// May be null in the case of a ruleset that doesn't have editor support, see CreateMainContent().
if (composer == null)
return;
EditorBeatmap.SelectedHitObjects.BindCollectionChanged((_, _) => updateClipboardActionAvailability());
clipboard.BindValueChanged(_ => updateClipboardActionAvailability());
composer.OnLoadComplete += _ => updateClipboardActionAvailability();
updateClipboardActionAvailability();
}
#region Clipboard operations
public override void Cut()
{
if (!CanCut.Value)
return;
Copy();
EditorBeatmap.RemoveRange(EditorBeatmap.SelectedHitObjects.ToArray());
}
public override void Copy()
{
// on stable, pressing Ctrl-C would copy the current timestamp to system clipboard
// regardless of whether anything was even selected at all.
// UX-wise this is generally strange and unexpected, but make it work anyways to preserve muscle memory.
// note that this means that `getTimestamp()` must handle no-selection case, too.
hostClipboard.SetText(getTimestamp());
if (CanCopy.Value)
clipboard.Value = new ClipboardContent(EditorBeatmap).Serialize();
}
public override void Paste()
{
if (!CanPaste.Value)
return;
var objects = clipboard.Value.Deserialize<ClipboardContent>().HitObjects;
Debug.Assert(objects.Any());
double timeOffset = clock.CurrentTime - objects.Min(o => o.StartTime);
foreach (var h in objects)
h.StartTime += timeOffset;
EditorBeatmap.BeginChange();
EditorBeatmap.SelectedHitObjects.Clear();
EditorBeatmap.AddRange(objects);
EditorBeatmap.SelectedHitObjects.AddRange(objects);
EditorBeatmap.EndChange();
}
private void updateClipboardActionAvailability()
{
CanCut.Value = CanCopy.Value = EditorBeatmap.SelectedHitObjects.Any();
CanPaste.Value = composer.IsLoaded && !string.IsNullOrEmpty(clipboard.Value);
}
private string getTimestamp()
{
if (composer == null)
return string.Empty;
double displayTime = EditorBeatmap.SelectedHitObjects.MinBy(h => h.StartTime)?.StartTime ?? clock.CurrentTime;
string selectionAsString = composer.ConvertSelectionToString();
return !string.IsNullOrEmpty(selectionAsString)
? $"{displayTime.ToEditorFormattedString()} ({selectionAsString}) - "
: $"{displayTime.ToEditorFormattedString()} - ";
}
#endregion
// Combo colour normalisation should not be applied in the editor.
// Note this doesn't affect editor test mode.
IBindable<float> IGameplaySettings.ComboColourNormalisationAmount => new Bindable<float>();
// Arguable.
IBindable<float> IGameplaySettings.PositionalHitsoundsLevel => globalGameplaySettings.PositionalHitsoundsLevel;
}
}