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259 lines
8.2 KiB
C#
259 lines
8.2 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.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;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input;
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using osu.Game.Audio;
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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.Edit.Tools;
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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.Objects.Types;
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using osu.Game.Screens.Edit.Components.TernaryButtons;
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using osuTK;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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/// <summary>
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/// A blueprint container generally displayed as an overlay to a ruleset's playfield.
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/// </summary>
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public class ComposeBlueprintContainer : BlueprintContainer
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{
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[Resolved]
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private HitObjectComposer composer { get; set; }
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private PlacementBlueprint currentPlacement;
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private readonly Container<PlacementBlueprint> placementBlueprintContainer;
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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private InputManager inputManager;
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private readonly IEnumerable<DrawableHitObject> drawableHitObjects;
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public ComposeBlueprintContainer(IEnumerable<DrawableHitObject> drawableHitObjects)
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{
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this.drawableHitObjects = drawableHitObjects;
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placementBlueprintContainer = new Container<PlacementBlueprint>
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{
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RelativeSizeAxes = Axes.Both
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};
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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TernaryStates = CreateTernaryButtons().ToArray();
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AddInternal(placementBlueprintContainer);
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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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// updates to selected are handled for us by SelectionHandler.
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NewCombo.BindTo(SelectionHandler.SelectionNewComboState);
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// we are responsible for current placement blueprint updated based on state changes.
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NewCombo.ValueChanged += _ => updatePlacementNewCombo();
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// we own SelectionHandler so don't need to worry about making bindable copies (for simplicity)
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foreach (var kvp in SelectionHandler.SelectionSampleStates)
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{
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kvp.Value.BindValueChanged(_ => updatePlacementSamples());
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}
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}
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private void updatePlacementNewCombo()
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{
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if (currentPlacement == null) return;
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if (currentPlacement.HitObject is IHasComboInformation c)
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c.NewCombo = NewCombo.Value == TernaryState.True;
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}
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private void updatePlacementSamples()
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{
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if (currentPlacement == null) return;
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foreach (var kvp in SelectionHandler.SelectionSampleStates)
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sampleChanged(kvp.Key, kvp.Value.Value);
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}
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private void sampleChanged(string sampleName, TernaryState state)
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{
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if (currentPlacement == null) return;
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var samples = currentPlacement.HitObject.Samples;
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var existingSample = samples.FirstOrDefault(s => s.Name == sampleName);
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switch (state)
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{
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case TernaryState.False:
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if (existingSample != null)
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samples.Remove(existingSample);
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break;
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case TernaryState.True:
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if (existingSample == null)
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samples.Add(new HitSampleInfo { Name = sampleName });
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break;
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}
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}
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public readonly Bindable<TernaryState> NewCombo = new Bindable<TernaryState> { Description = "New Combo" };
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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()
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{
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//TODO: this should only be enabled (visible?) for rulesets that provide combo-supporting HitObjects.
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yield return new TernaryButton(NewCombo, "New combo", () => new SpriteIcon { Icon = FontAwesome.Regular.DotCircle });
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foreach (var kvp in SelectionHandler.SelectionSampleStates)
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yield return new TernaryButton(kvp.Value, kvp.Key.Replace("hit", string.Empty).Titleize(), () => getIconForSample(kvp.Key));
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}
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private Drawable getIconForSample(string sampleName)
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{
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switch (sampleName)
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{
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case HitSampleInfo.HIT_CLAP:
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return new SpriteIcon { Icon = FontAwesome.Solid.Hands };
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case HitSampleInfo.HIT_WHISTLE:
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return new SpriteIcon { Icon = FontAwesome.Solid.Bullhorn };
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case HitSampleInfo.HIT_FINISH:
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return new SpriteIcon { Icon = FontAwesome.Solid.DrumSteelpan };
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}
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return null;
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}
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#region Placement
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/// <summary>
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/// Refreshes the current placement tool.
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/// </summary>
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private void refreshTool()
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{
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removePlacement();
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createPlacement();
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}
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private void updatePlacementPosition()
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{
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var snapResult = composer.SnapScreenSpacePositionToValidTime(inputManager.CurrentState.Mouse.Position);
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currentPlacement.UpdatePosition(snapResult);
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}
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#endregion
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protected override void Update()
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{
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base.Update();
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if (composer.CursorInPlacementArea)
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createPlacement();
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else if (currentPlacement?.PlacementActive == false)
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removePlacement();
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if (currentPlacement != null)
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{
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updatePlacementPosition();
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}
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}
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protected sealed override SelectionBlueprint CreateBlueprintFor(HitObject hitObject)
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{
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var drawable = drawableHitObjects.FirstOrDefault(d => d.HitObject == hitObject);
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if (drawable == null)
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return null;
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return CreateBlueprintFor(drawable);
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}
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public virtual OverlaySelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject) => null;
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protected override void AddBlueprintFor(HitObject hitObject)
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{
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refreshTool();
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base.AddBlueprintFor(hitObject);
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}
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private void createPlacement()
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{
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if (currentPlacement != null) return;
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var blueprint = CurrentTool?.CreatePlacementBlueprint();
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if (blueprint != null)
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{
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// doing this post-creations as adding the default hit sample should be the case regardless of the ruleset.
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blueprint.HitObject.Samples.Add(new HitSampleInfo { Name = HitSampleInfo.HIT_NORMAL });
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placementBlueprintContainer.Child = currentPlacement = blueprint;
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// Fixes a 1-frame position discrepancy due to the first mouse move event happening in the next frame
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updatePlacementPosition();
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updatePlacementSamples();
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updatePlacementNewCombo();
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}
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}
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private void removePlacement()
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{
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if (currentPlacement == null) return;
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currentPlacement.EndPlacement(false);
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currentPlacement.Expire();
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currentPlacement = null;
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}
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private HitObjectCompositionTool currentTool;
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/// <summary>
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/// The current placement tool.
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/// </summary>
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public HitObjectCompositionTool CurrentTool
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{
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get => currentTool;
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set
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{
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if (currentTool == value)
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return;
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currentTool = value;
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refreshTool();
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}
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}
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}
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}
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