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osu-lazer/osu.Game/Rulesets/Edit/EditRulesetContainer.cs

68 lines
2.3 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Edit
{
public abstract class EditRulesetContainer : CompositeDrawable
{
public Playfield Playfield => RulesetContainer.Playfield;
protected abstract RulesetContainer RulesetContainer { get; }
internal EditRulesetContainer()
{
RelativeSizeAxes = Axes.Both;
}
public abstract void AddHitObject(HitObject hitObject);
}
public abstract class EditRulesetContainer<TObject> : EditRulesetContainer
where TObject : HitObject
{
private readonly Ruleset ruleset;
private readonly RulesetContainer<TObject> rulesetContainer;
protected override RulesetContainer RulesetContainer => rulesetContainer;
private Beatmap<TObject> beatmap => rulesetContainer.Beatmap;
protected EditRulesetContainer(Ruleset ruleset, WorkingBeatmap workingBeatmap)
{
this.ruleset = ruleset;
InternalChild = rulesetContainer = CreateRulesetContainer(ruleset, workingBeatmap);
}
public override void AddHitObject(HitObject hitObject)
{
var tObject = (TObject)hitObject;
// Insert into beatmap while maintaining sorting order
var insertionIndex = beatmap.HitObjects.FindLastIndex(h => h.StartTime <= hitObject.StartTime);
beatmap.HitObjects.Insert(insertionIndex + 1, tObject);
var processor = ruleset.CreateBeatmapProcessor(beatmap);
processor.PreProcess();
tObject.ApplyDefaults(beatmap.ControlPointInfo, beatmap.BeatmapInfo.BaseDifficulty);
processor.PostProcess();
rulesetContainer.Playfield.Add(rulesetContainer.GetVisualRepresentation(tObject));
rulesetContainer.Playfield.PostProcess();
}
/// <summary>
/// Creates the underlying <see cref="RulesetContainer"/>.
/// </summary>
/// <returns></returns>
protected abstract RulesetContainer<TObject> CreateRulesetContainer(Ruleset ruleset, WorkingBeatmap workingBeatmap);
}
}