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355 lines
13 KiB
C#
355 lines
13 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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Utils;
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using osu.Game.Graphics;
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using osu.Game.Input.Bindings;
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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.Screens.Edit.Components.Timelines.Summary.Parts;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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internal class TimelineBlueprintContainer : EditorBlueprintContainer
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{
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[Resolved(CanBeNull = true)]
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private Timeline timeline { get; set; }
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[Resolved]
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private OsuColour colours { get; set; }
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private DragEvent lastDragEvent;
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private Bindable<HitObject> placement;
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private SelectionBlueprint<HitObject> placementBlueprint;
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private SelectableAreaBackground backgroundBox;
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// we only care about checking vertical validity.
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// this allows selecting and dragging selections before time=0.
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
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{
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float localY = ToLocalSpace(screenSpacePos).Y;
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return DrawRectangle.Top <= localY && DrawRectangle.Bottom >= localY;
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}
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public TimelineBlueprintContainer(HitObjectComposer composer)
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: base(composer)
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{
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RelativeSizeAxes = Axes.Both;
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Height = 0.6f;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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AddInternal(backgroundBox = new SelectableAreaBackground
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{
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Colour = Color4.Black,
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Depth = float.MaxValue,
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Blending = BlendingParameters.Additive,
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});
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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DragBox.Alpha = 0;
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placement = Beatmap.PlacementObject.GetBoundCopy();
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placement.ValueChanged += placementChanged;
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}
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private void placementChanged(ValueChangedEvent<HitObject> obj)
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{
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if (obj.NewValue == null)
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{
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if (placementBlueprint != null)
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{
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SelectionBlueprints.Remove(placementBlueprint);
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placementBlueprint = null;
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}
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}
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else
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{
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placementBlueprint = CreateBlueprintFor(obj.NewValue);
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placementBlueprint.Colour = Color4.MediumPurple;
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SelectionBlueprints.Add(placementBlueprint);
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}
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}
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protected override Container<SelectionBlueprint<HitObject>> CreateSelectionBlueprintContainer() => new TimelineSelectionBlueprintContainer { RelativeSizeAxes = Axes.Both };
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protected override bool OnHover(HoverEvent e)
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{
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backgroundBox.FadeColour(colours.BlueLighter, 120, Easing.OutQuint);
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return base.OnHover(e);
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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backgroundBox.FadeColour(Color4.Black, 600, Easing.OutQuint);
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base.OnHoverLost(e);
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}
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protected override void OnDrag(DragEvent e)
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{
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handleScrollViaDrag(e);
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base.OnDrag(e);
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}
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protected override void OnDragEnd(DragEndEvent e)
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{
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base.OnDragEnd(e);
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lastDragEvent = null;
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}
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protected override void Update()
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{
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// trigger every frame so drags continue to update selection while playback is scrolling the timeline.
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if (lastDragEvent != null)
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OnDrag(lastDragEvent);
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if (Composer != null && timeline != null)
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{
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Composer.Playfield.PastLifetimeExtension = timeline.VisibleRange / 2;
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Composer.Playfield.FutureLifetimeExtension = timeline.VisibleRange / 2;
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}
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base.Update();
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updateStacking();
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}
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private void updateStacking()
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{
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// because only blueprints of objects which are alive (via pooling) are displayed in the timeline, it's feasible to do this every-update.
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const int stack_offset = 5;
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// after the stack gets this tall, we can presume there is space underneath to draw subsequent blueprints.
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const int stack_reset_count = 3;
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Stack<HitObject> currentConcurrentObjects = new Stack<HitObject>();
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foreach (var b in SelectionBlueprints.Reverse())
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{
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// remove objects from the stack as long as their end time is in the past.
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while (currentConcurrentObjects.TryPeek(out HitObject hitObject))
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{
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if (Precision.AlmostBigger(hitObject.GetEndTime(), b.Item.StartTime, 1))
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break;
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currentConcurrentObjects.Pop();
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}
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// if the stack gets too high, we should have space below it to display the next batch of objects.
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// importantly, we only do this if time has incremented, else a stack of hitobjects all at the same time value would start to overlap themselves.
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if (currentConcurrentObjects.TryPeek(out HitObject h) && !Precision.AlmostEquals(h.StartTime, b.Item.StartTime, 1))
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{
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if (currentConcurrentObjects.Count >= stack_reset_count)
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currentConcurrentObjects.Clear();
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}
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b.Y = -(stack_offset * currentConcurrentObjects.Count);
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currentConcurrentObjects.Push(b.Item);
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}
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}
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protected override SelectionHandler<HitObject> CreateSelectionHandler() => new TimelineSelectionHandler();
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protected override SelectionBlueprint<HitObject> CreateBlueprintFor(HitObject item)
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{
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return new TimelineHitObjectBlueprint(item)
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{
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OnDragHandled = handleScrollViaDrag
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};
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}
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protected override DragBox CreateDragBox(Action<RectangleF> performSelect) => new TimelineDragBox(performSelect);
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private void handleScrollViaDrag(DragEvent e)
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{
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lastDragEvent = e;
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if (lastDragEvent == null)
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return;
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if (timeline != null)
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{
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var timelineQuad = timeline.ScreenSpaceDrawQuad;
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var mouseX = e.ScreenSpaceMousePosition.X;
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// scroll if in a drag and dragging outside visible extents
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if (mouseX > timelineQuad.TopRight.X)
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timeline.ScrollBy((float)((mouseX - timelineQuad.TopRight.X) / 10 * Clock.ElapsedFrameTime));
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else if (mouseX < timelineQuad.TopLeft.X)
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timeline.ScrollBy((float)((mouseX - timelineQuad.TopLeft.X) / 10 * Clock.ElapsedFrameTime));
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}
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}
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private class SelectableAreaBackground : CompositeDrawable
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{
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[BackgroundDependencyLoader]
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private void load()
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{
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RelativeSizeAxes = Axes.Both;
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Alpha = 0.1f;
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AddRangeInternal(new[]
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{
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// fade out over intro time, outside the valid time bounds.
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new Box
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{
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RelativeSizeAxes = Axes.Y,
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Width = 200,
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Origin = Anchor.TopRight,
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Colour = ColourInfo.GradientHorizontal(Color4.White.Opacity(0), Color4.White),
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},
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new Box
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{
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Colour = Color4.White,
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RelativeSizeAxes = Axes.Both,
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}
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});
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}
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}
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internal class TimelineSelectionHandler : EditorSelectionHandler, IKeyBindingHandler<GlobalAction>
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{
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// for now we always allow movement. snapping is provided by the Timeline's "distance" snap implementation
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public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent) => true;
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public bool OnPressed(GlobalAction action)
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{
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switch (action)
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{
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case GlobalAction.EditorNudgeLeft:
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nudgeSelection(-1);
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return true;
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case GlobalAction.EditorNudgeRight:
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nudgeSelection(1);
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return true;
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}
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return false;
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}
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public void OnReleased(GlobalAction action)
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{
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}
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/// <summary>
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/// Nudge the current selection by the specified multiple of beat divisor lengths,
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/// based on the timing at the first object in the selection.
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/// </summary>
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/// <param name="amount">The direction and count of beat divisor lengths to adjust.</param>
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private void nudgeSelection(int amount)
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{
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var selected = EditorBeatmap.SelectedHitObjects;
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if (selected.Count == 0)
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return;
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var timingPoint = EditorBeatmap.ControlPointInfo.TimingPointAt(selected.First().StartTime);
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double adjustment = timingPoint.BeatLength / EditorBeatmap.BeatDivisor * amount;
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EditorBeatmap.PerformOnSelection(h => h.StartTime += adjustment);
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}
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}
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private class TimelineDragBox : DragBox
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{
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// the following values hold the start and end X positions of the drag box in the timeline's local space,
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// but with zoom unapplied in order to be able to compensate for positional changes
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// while the timeline is being zoomed in/out.
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private float? selectionStart;
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private float selectionEnd;
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[Resolved]
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private Timeline timeline { get; set; }
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public TimelineDragBox(Action<RectangleF> performSelect)
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: base(performSelect)
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{
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}
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protected override Drawable CreateBox() => new Box
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{
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RelativeSizeAxes = Axes.Y,
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Alpha = 0.3f
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};
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public override bool HandleDrag(MouseButtonEvent e)
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{
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selectionStart ??= e.MouseDownPosition.X / timeline.CurrentZoom;
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// only calculate end when a transition is not in progress to avoid bouncing.
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if (Precision.AlmostEquals(timeline.CurrentZoom, timeline.Zoom))
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selectionEnd = e.MousePosition.X / timeline.CurrentZoom;
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updateDragBoxPosition();
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return true;
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}
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private void updateDragBoxPosition()
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{
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if (selectionStart == null)
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return;
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float rescaledStart = selectionStart.Value * timeline.CurrentZoom;
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float rescaledEnd = selectionEnd * timeline.CurrentZoom;
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Box.X = Math.Min(rescaledStart, rescaledEnd);
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Box.Width = Math.Abs(rescaledStart - rescaledEnd);
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var boxScreenRect = Box.ScreenSpaceDrawQuad.AABBFloat;
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// we don't care about where the hitobjects are vertically. in cases like stacking display, they may be outside the box without this adjustment.
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boxScreenRect.Y -= boxScreenRect.Height;
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boxScreenRect.Height *= 2;
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PerformSelection?.Invoke(boxScreenRect);
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}
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public override void Hide()
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{
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base.Hide();
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selectionStart = null;
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}
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}
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protected class TimelineSelectionBlueprintContainer : Container<SelectionBlueprint<HitObject>>
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{
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protected override Container<SelectionBlueprint<HitObject>> Content { get; }
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public TimelineSelectionBlueprintContainer()
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{
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AddInternal(new TimelinePart<SelectionBlueprint<HitObject>>(Content = new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both }) { RelativeSizeAxes = Axes.Both });
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}
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}
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}
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}
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