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464 lines
17 KiB
C#
464 lines
17 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.Collections.Specialized;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Input.Events;
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using osu.Framework.Logging;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Configuration;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Screens;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Components.RadioButtons;
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using osu.Game.Screens.Edit.Components.TernaryButtons;
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using osu.Game.Screens.Edit.Compose;
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using osu.Game.Screens.Edit.Compose.Components;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Edit
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{
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/// <summary>
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/// Top level container for editor compose mode.
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/// Responsible for providing snapping and generally gluing components together.
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/// </summary>
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/// <typeparam name="TObject">The base type of supported objects.</typeparam>
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[Cached(Type = typeof(IPlacementHandler))]
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public abstract class HitObjectComposer<TObject> : HitObjectComposer, IPlacementHandler
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where TObject : HitObject
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{
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protected IRulesetConfigManager Config { get; private set; }
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protected readonly Ruleset Ruleset;
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[Resolved]
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protected EditorClock EditorClock { get; private set; }
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[Resolved]
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protected EditorBeatmap EditorBeatmap { get; private set; }
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[Resolved]
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protected IBeatSnapProvider BeatSnapProvider { get; private set; }
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protected ComposeBlueprintContainer BlueprintContainer { get; private set; }
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private DrawableEditRulesetWrapper<TObject> drawableRulesetWrapper;
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protected readonly Container LayerBelowRuleset = new Container { RelativeSizeAxes = Axes.Both };
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private InputManager inputManager;
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private RadioButtonCollection toolboxCollection;
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private FillFlowContainer togglesCollection;
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protected HitObjectComposer(Ruleset ruleset)
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{
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Ruleset = ruleset;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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Config = Dependencies.Get<RulesetConfigCache>().GetConfigFor(Ruleset);
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try
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{
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drawableRulesetWrapper = new DrawableEditRulesetWrapper<TObject>(CreateDrawableRuleset(Ruleset, EditorBeatmap.PlayableBeatmap, new[] { Ruleset.GetAutoplayMod() }))
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{
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Clock = EditorClock,
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ProcessCustomClock = false
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};
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}
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catch (Exception e)
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{
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Logger.Error(e, "Could not load beatmap successfully!");
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return;
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}
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const float toolbar_width = 200;
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InternalChildren = new Drawable[]
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{
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new Container
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{
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Name = "Content",
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Padding = new MarginPadding { Left = toolbar_width },
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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// layers below playfield
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drawableRulesetWrapper.CreatePlayfieldAdjustmentContainer().WithChildren(new Drawable[]
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{
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LayerBelowRuleset,
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new EditorPlayfieldBorder { RelativeSizeAxes = Axes.Both }
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}),
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drawableRulesetWrapper,
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// layers above playfield
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drawableRulesetWrapper.CreatePlayfieldAdjustmentContainer()
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.WithChild(BlueprintContainer = CreateBlueprintContainer(HitObjects))
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}
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},
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new FillFlowContainer
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{
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Name = "Sidebar",
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RelativeSizeAxes = Axes.Y,
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Width = toolbar_width,
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Padding = new MarginPadding { Right = 10 },
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Spacing = new Vector2(10),
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Children = new Drawable[]
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{
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new ToolboxGroup("toolbox (1-9)")
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{
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Child = toolboxCollection = new RadioButtonCollection { RelativeSizeAxes = Axes.X }
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},
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new ToolboxGroup("toggles (Q~P)")
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{
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Child = togglesCollection = new FillFlowContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Direction = FillDirection.Vertical,
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Spacing = new Vector2(0, 5),
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},
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}
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}
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},
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};
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toolboxCollection.Items = CompositionTools
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.Prepend(new SelectTool())
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.Select(t => new RadioButton(t.Name, () => toolSelected(t), t.CreateIcon))
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.ToList();
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TernaryStates = CreateTernaryButtons().ToArray();
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togglesCollection.AddRange(TernaryStates.Select(b => new DrawableTernaryButton(b)));
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setSelectTool();
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EditorBeatmap.SelectedHitObjects.CollectionChanged += selectionChanged;
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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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inputManager = GetContainingInputManager();
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}
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public override Playfield Playfield => drawableRulesetWrapper.Playfield;
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public override IEnumerable<DrawableHitObject> HitObjects => drawableRulesetWrapper.Playfield.AllHitObjects;
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public override bool CursorInPlacementArea => drawableRulesetWrapper.Playfield.ReceivePositionalInputAt(inputManager.CurrentState.Mouse.Position);
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/// <summary>
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/// Defines all available composition tools, listed on the left side of the editor screen as button controls.
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/// This should usually define one tool for each <see cref="HitObject"/> type used in the target ruleset.
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/// </summary>
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/// <remarks>
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/// A "select" tool is automatically added as the first tool.
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/// </remarks>
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protected abstract IReadOnlyList<HitObjectCompositionTool> CompositionTools { get; }
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/// <summary>
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/// A collection of states which will be displayed to the user in the toolbox.
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/// </summary>
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public TernaryButton[] TernaryStates { get; private set; }
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/// <summary>
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/// Create all ternary states required to be displayed to the user.
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/// </summary>
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protected virtual IEnumerable<TernaryButton> CreateTernaryButtons() => BlueprintContainer.TernaryStates;
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/// <summary>
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/// Construct a relevant blueprint container. This will manage hitobject selection/placement input handling and display logic.
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/// </summary>
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/// <param name="hitObjects">A live collection of all <see cref="DrawableHitObject"/>s in the editor beatmap.</param>
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protected virtual ComposeBlueprintContainer CreateBlueprintContainer(IEnumerable<DrawableHitObject> hitObjects)
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=> new ComposeBlueprintContainer(hitObjects);
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/// <summary>
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/// Construct a drawable ruleset for the provided ruleset.
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/// </summary>
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/// <remarks>
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/// Can be overridden to add editor-specific logical changes to a <see cref="Ruleset"/>'s standard <see cref="DrawableRuleset{TObject}"/>.
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/// For example, hit animations or judgement logic may be changed to give a better editor user experience.
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/// </remarks>
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/// <param name="ruleset">The ruleset used to construct its drawable counterpart.</param>
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/// <param name="beatmap">The loaded beatmap.</param>
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/// <param name="mods">The mods to be applied.</param>
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/// <returns>An editor-relevant <see cref="DrawableRuleset{TObject}"/>.</returns>
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protected virtual DrawableRuleset<TObject> CreateDrawableRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
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=> (DrawableRuleset<TObject>)ruleset.CreateDrawableRulesetWith(beatmap, mods);
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#region Tool selection logic
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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if (e.ControlPressed || e.AltPressed || e.SuperPressed)
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return false;
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if (checkLeftToggleFromKey(e.Key, out var leftIndex))
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{
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var item = toolboxCollection.Items.ElementAtOrDefault(leftIndex);
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if (item != null)
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{
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item.Select();
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return true;
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}
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}
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if (checkRightToggleFromKey(e.Key, out var rightIndex))
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{
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var item = togglesCollection.ElementAtOrDefault(rightIndex);
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if (item is DrawableTernaryButton button)
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{
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button.Button.Toggle();
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return true;
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}
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}
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return base.OnKeyDown(e);
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}
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private bool checkLeftToggleFromKey(Key key, out int index)
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{
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if (key < Key.Number1 || key > Key.Number9)
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{
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index = -1;
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return false;
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}
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index = key - Key.Number1;
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return true;
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}
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private bool checkRightToggleFromKey(Key key, out int index)
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{
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switch (key)
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{
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case Key.Q:
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index = 0;
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break;
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case Key.W:
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index = 1;
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break;
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case Key.E:
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index = 2;
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break;
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case Key.R:
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index = 3;
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break;
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case Key.T:
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index = 4;
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break;
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case Key.Y:
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index = 5;
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break;
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case Key.U:
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index = 6;
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break;
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case Key.I:
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index = 7;
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break;
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case Key.O:
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index = 8;
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break;
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case Key.P:
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index = 9;
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break;
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default:
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index = -1;
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break;
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}
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return index >= 0;
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}
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private void selectionChanged(object sender, NotifyCollectionChangedEventArgs changedArgs)
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{
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if (EditorBeatmap.SelectedHitObjects.Any())
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{
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// ensure in selection mode if a selection is made.
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setSelectTool();
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}
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}
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private void setSelectTool() => toolboxCollection.Items.First().Select();
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private void toolSelected(HitObjectCompositionTool tool)
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{
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BlueprintContainer.CurrentTool = tool;
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if (!(tool is SelectTool))
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EditorBeatmap.SelectedHitObjects.Clear();
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}
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#endregion
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#region IPlacementHandler
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public void BeginPlacement(HitObject hitObject)
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{
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EditorBeatmap.PlacementObject.Value = hitObject;
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}
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public void EndPlacement(HitObject hitObject, bool commit)
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{
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EditorBeatmap.PlacementObject.Value = null;
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if (commit)
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{
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EditorBeatmap.Add(hitObject);
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if (EditorClock.CurrentTime < hitObject.StartTime)
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EditorClock.SeekTo(hitObject.StartTime);
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}
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}
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public void Delete(HitObject hitObject) => EditorBeatmap.Remove(hitObject);
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#endregion
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#region IPositionSnapProvider
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/// <summary>
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/// Retrieve the relevant <see cref="Playfield"/> at a specified screen-space position.
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/// In cases where a ruleset doesn't require custom logic (due to nested playfields, for example)
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/// this will return the ruleset's main playfield.
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/// </summary>
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/// <param name="screenSpacePosition">The screen-space position to query.</param>
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/// <returns>The most relevant <see cref="Playfield"/>.</returns>
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protected virtual Playfield PlayfieldAtScreenSpacePosition(Vector2 screenSpacePosition) => drawableRulesetWrapper.Playfield;
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public override SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition)
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{
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var playfield = PlayfieldAtScreenSpacePosition(screenSpacePosition);
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double? targetTime = null;
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if (playfield is ScrollingPlayfield scrollingPlayfield)
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{
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targetTime = scrollingPlayfield.TimeAtScreenSpacePosition(screenSpacePosition);
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// apply beat snapping
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targetTime = BeatSnapProvider.SnapTime(targetTime.Value);
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// convert back to screen space
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screenSpacePosition = scrollingPlayfield.ScreenSpacePositionAtTime(targetTime.Value);
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}
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return new SnapResult(screenSpacePosition, targetTime, playfield);
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}
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public override float GetBeatSnapDistanceAt(double referenceTime)
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{
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DifficultyControlPoint difficultyPoint = EditorBeatmap.ControlPointInfo.DifficultyPointAt(referenceTime);
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return (float)(100 * EditorBeatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier / BeatSnapProvider.BeatDivisor);
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}
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public override float DurationToDistance(double referenceTime, double duration)
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{
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double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceTime);
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return (float)(duration / beatLength * GetBeatSnapDistanceAt(referenceTime));
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}
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public override double DistanceToDuration(double referenceTime, float distance)
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{
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double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceTime);
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return distance / GetBeatSnapDistanceAt(referenceTime) * beatLength;
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}
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public override double GetSnappedDurationFromDistance(double referenceTime, float distance)
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=> BeatSnapProvider.SnapTime(referenceTime + DistanceToDuration(referenceTime, distance), referenceTime) - referenceTime;
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public override float GetSnappedDistanceFromDistance(double referenceTime, float distance)
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{
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double actualDuration = referenceTime + DistanceToDuration(referenceTime, distance);
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double snappedEndTime = BeatSnapProvider.SnapTime(actualDuration, referenceTime);
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double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceTime);
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// we don't want to exceed the actual duration and snap to a point in the future.
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// as we are snapping to beat length via SnapTime (which will round-to-nearest), check for snapping in the forward direction and reverse it.
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if (snappedEndTime > actualDuration + 1)
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snappedEndTime -= beatLength;
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return DurationToDistance(referenceTime, snappedEndTime - referenceTime);
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}
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#endregion
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}
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/// <summary>
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/// A non-generic definition of a HitObject composer class.
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/// Generally used to access certain methods without requiring a generic type for <see cref="HitObjectComposer{T}" />.
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/// </summary>
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[Cached(typeof(HitObjectComposer))]
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[Cached(typeof(IPositionSnapProvider))]
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public abstract class HitObjectComposer : CompositeDrawable, IPositionSnapProvider
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{
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protected HitObjectComposer()
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{
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RelativeSizeAxes = Axes.Both;
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}
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/// <summary>
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/// The target ruleset's playfield.
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/// </summary>
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public abstract Playfield Playfield { get; }
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/// <summary>
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/// All <see cref="DrawableHitObject"/>s in currently loaded beatmap.
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/// </summary>
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public abstract IEnumerable<DrawableHitObject> HitObjects { get; }
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/// <summary>
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/// Whether the user's cursor is currently in an area of the <see cref="HitObjectComposer"/> that is valid for placement.
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/// </summary>
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public abstract bool CursorInPlacementArea { get; }
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#region IPositionSnapProvider
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public abstract SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition);
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public abstract float GetBeatSnapDistanceAt(double referenceTime);
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public abstract float DurationToDistance(double referenceTime, double duration);
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public abstract double DistanceToDuration(double referenceTime, float distance);
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public abstract double GetSnappedDurationFromDistance(double referenceTime, float distance);
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public abstract float GetSnappedDistanceFromDistance(double referenceTime, float distance);
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#endregion
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}
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}
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