mirror of
https://github.com/ppy/osu.git
synced 2024-11-17 02:12:54 +08:00
adee624a8f
Mostly for consistency.
207 lines
7.7 KiB
C#
207 lines
7.7 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.
|
|
|
|
using System.Linq;
|
|
using System.Threading;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Input.Bindings;
|
|
using osu.Framework.Input.Events;
|
|
using osu.Game.Audio;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Beatmaps.ControlPoints;
|
|
using osu.Game.Input.Bindings;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.Objects.Types;
|
|
using osu.Game.Screens.Edit;
|
|
using osu.Game.Screens.Edit.Compose;
|
|
using osuTK;
|
|
using osuTK.Input;
|
|
|
|
namespace osu.Game.Rulesets.Edit
|
|
{
|
|
/// <summary>
|
|
/// A blueprint which governs the creation of a new <see cref="HitObject"/> to actualisation.
|
|
/// </summary>
|
|
public abstract partial class PlacementBlueprint : CompositeDrawable, IKeyBindingHandler<GlobalAction>
|
|
{
|
|
/// <summary>
|
|
/// Whether the <see cref="HitObject"/> is currently mid-placement, but has not necessarily finished being placed.
|
|
/// </summary>
|
|
public PlacementState PlacementActive { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Whether the sample bank should be taken from the previous hit object.
|
|
/// </summary>
|
|
public bool AutomaticBankAssignment { get; set; }
|
|
|
|
/// <summary>
|
|
/// The <see cref="HitObject"/> that is being placed.
|
|
/// </summary>
|
|
public readonly HitObject HitObject;
|
|
|
|
[Resolved]
|
|
protected EditorClock EditorClock { get; private set; } = null!;
|
|
|
|
[Resolved]
|
|
private EditorBeatmap beatmap { get; set; } = null!;
|
|
|
|
private Bindable<double> startTimeBindable = null!;
|
|
|
|
private HitObject? getPreviousHitObject() => beatmap.HitObjects.TakeWhile(h => h.StartTime <= startTimeBindable.Value).LastOrDefault();
|
|
|
|
[Resolved]
|
|
private IPlacementHandler placementHandler { get; set; } = null!;
|
|
|
|
/// <summary>
|
|
/// Whether this blueprint is currently in a state that can be committed.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Override this with any preconditions that should be double-checked on committing.
|
|
/// If <c>false</c> is returned and a commit is attempted, the blueprint will be destroyed instead.
|
|
/// </remarks>
|
|
protected virtual bool IsValidForPlacement => true;
|
|
|
|
protected PlacementBlueprint(HitObject hitObject)
|
|
{
|
|
HitObject = hitObject;
|
|
|
|
// adding the default hit sample should be the case regardless of the ruleset.
|
|
HitObject.Samples.Add(new HitSampleInfo(HitSampleInfo.HIT_NORMAL));
|
|
|
|
RelativeSizeAxes = Axes.Both;
|
|
|
|
// This is required to allow the blueprint's position to be updated via OnMouseMove/Handle
|
|
// on the same frame it is made visible via a PlacementState change.
|
|
AlwaysPresent = true;
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load()
|
|
{
|
|
startTimeBindable = HitObject.StartTimeBindable.GetBoundCopy();
|
|
startTimeBindable.BindValueChanged(_ => ApplyDefaultsToHitObject(), true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Signals that the placement of <see cref="HitObject"/> has started.
|
|
/// </summary>
|
|
/// <param name="commitStart">Whether this call is committing a value for HitObject.StartTime and continuing with further adjustments.</param>
|
|
protected void BeginPlacement(bool commitStart = false)
|
|
{
|
|
placementHandler.BeginPlacement(HitObject);
|
|
if (commitStart)
|
|
PlacementActive = PlacementState.Active;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Signals that the placement of <see cref="HitObject"/> has finished.
|
|
/// This will destroy this <see cref="PlacementBlueprint"/>, and add the HitObject.StartTime to the <see cref="Beatmap"/>.
|
|
/// </summary>
|
|
/// <param name="commit">Whether the object should be committed. Note that a commit may fail if <see cref="IsValidForPlacement"/> is <c>false</c>.</param>
|
|
public void EndPlacement(bool commit)
|
|
{
|
|
switch (PlacementActive)
|
|
{
|
|
case PlacementState.Finished:
|
|
return;
|
|
|
|
case PlacementState.Waiting:
|
|
// ensure placement was started before ending to make state handling simpler.
|
|
BeginPlacement();
|
|
break;
|
|
}
|
|
|
|
placementHandler.EndPlacement(HitObject, IsValidForPlacement && commit);
|
|
PlacementActive = PlacementState.Finished;
|
|
}
|
|
|
|
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
|
|
{
|
|
if (PlacementActive == PlacementState.Waiting)
|
|
return false;
|
|
|
|
switch (e.Action)
|
|
{
|
|
case GlobalAction.Select:
|
|
EndPlacement(true);
|
|
return true;
|
|
|
|
case GlobalAction.Back:
|
|
EndPlacement(false);
|
|
return true;
|
|
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the time and position of this <see cref="PlacementBlueprint"/> based on the provided snap information.
|
|
/// </summary>
|
|
/// <param name="result">The snap result information.</param>
|
|
public virtual void UpdateTimeAndPosition(SnapResult result)
|
|
{
|
|
if (PlacementActive == PlacementState.Waiting)
|
|
{
|
|
HitObject.StartTime = result.Time ?? EditorClock.CurrentTime;
|
|
|
|
if (HitObject is IHasComboInformation comboInformation)
|
|
comboInformation.UpdateComboInformation(getPreviousHitObject() as IHasComboInformation);
|
|
}
|
|
|
|
if (AutomaticBankAssignment)
|
|
{
|
|
// Take the hitnormal sample of the last hit object
|
|
var lastHitNormal = getPreviousHitObject()?.Samples?.FirstOrDefault(o => o.Name == HitSampleInfo.HIT_NORMAL);
|
|
if (lastHitNormal != null)
|
|
HitObject.Samples[0] = lastHitNormal;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invokes <see cref="Objects.HitObject.ApplyDefaults(ControlPointInfo,IBeatmapDifficultyInfo,CancellationToken)"/>,
|
|
/// refreshing <see cref="Objects.HitObject.NestedHitObjects"/> and parameters for the <see cref="HitObject"/>.
|
|
/// </summary>
|
|
protected void ApplyDefaultsToHitObject() => HitObject.ApplyDefaults(beatmap.ControlPointInfo, beatmap.Difficulty);
|
|
|
|
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => Parent?.ReceivePositionalInputAt(screenSpacePos) == true;
|
|
|
|
protected override bool Handle(UIEvent e)
|
|
{
|
|
base.Handle(e);
|
|
|
|
switch (e)
|
|
{
|
|
case ScrollEvent:
|
|
return false;
|
|
|
|
case DoubleClickEvent:
|
|
return false;
|
|
|
|
case MouseButtonEvent mouse:
|
|
// placement blueprints should generally block mouse from reaching underlying components (ie. performing clicks on interface buttons).
|
|
// for now, the one exception we want to allow is when using a non-main mouse button when shift is pressed, which is used to trigger object deletion
|
|
// while in placement mode.
|
|
return mouse.Button == MouseButton.Left || !mouse.ShiftPressed;
|
|
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
public enum PlacementState
|
|
{
|
|
Waiting,
|
|
Active,
|
|
Finished
|
|
}
|
|
}
|
|
}
|