mirror of
https://github.com/ppy/osu.git
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2858296c25
Will now exit without saving if the keyboard shortcut is activated twice in a row, as expected. Closes #10136.
478 lines
17 KiB
C#
478 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 osu.Framework;
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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.Shapes;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input;
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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.Logging;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
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using osu.Game.Online.API;
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using osu.Game.Overlays;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Screens.Edit.Components;
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using osu.Game.Screens.Edit.Components.Menus;
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using osu.Game.Screens.Edit.Components.Timelines.Summary;
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using osu.Game.Screens.Edit.Compose;
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using osu.Game.Screens.Edit.Design;
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using osu.Game.Screens.Edit.Setup;
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using osu.Game.Screens.Edit.Timing;
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using osu.Game.Screens.Play;
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using osu.Game.Users;
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using osuTK.Graphics;
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using osuTK.Input;
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namespace osu.Game.Screens.Edit
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{
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[Cached(typeof(IBeatSnapProvider))]
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public class Editor : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>, IKeyBindingHandler<PlatformAction>, IBeatSnapProvider
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{
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public override float BackgroundParallaxAmount => 0.1f;
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public override bool AllowBackButton => false;
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public override bool HideOverlaysOnEnter => true;
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public override bool DisallowExternalBeatmapRulesetChanges => true;
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public override bool AllowRateAdjustments => false;
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protected bool HasUnsavedChanges => lastSavedHash != changeHandler.CurrentStateHash;
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[Resolved]
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private BeatmapManager beatmapManager { get; set; }
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[Resolved(canBeNull: true)]
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private DialogOverlay dialogOverlay { get; set; }
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private bool exitConfirmed;
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private string lastSavedHash;
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private Box bottomBackground;
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private Container screenContainer;
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private EditorScreen currentScreen;
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private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor();
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private EditorClock clock;
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private IBeatmap playableBeatmap;
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private EditorBeatmap editorBeatmap;
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private EditorChangeHandler changeHandler;
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private DependencyContainer dependencies;
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protected override UserActivity InitialActivity => new UserActivity.Editing(Beatmap.Value.BeatmapInfo);
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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=> dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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[Resolved]
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private IAPIProvider api { get; set; }
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[BackgroundDependencyLoader]
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private void load(OsuColour colours, GameHost host)
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{
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beatDivisor.Value = Beatmap.Value.BeatmapInfo.BeatDivisor;
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beatDivisor.BindValueChanged(divisor => Beatmap.Value.BeatmapInfo.BeatDivisor = divisor.NewValue);
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// Todo: should probably be done at a DrawableRuleset level to share logic with Player.
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var sourceClock = (IAdjustableClock)Beatmap.Value.Track ?? new StopwatchClock();
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clock = new EditorClock(Beatmap.Value, beatDivisor) { IsCoupled = false };
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clock.ChangeSource(sourceClock);
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dependencies.CacheAs(clock);
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AddInternal(clock);
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// todo: remove caching of this and consume via editorBeatmap?
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dependencies.Cache(beatDivisor);
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bool isNewBeatmap = false;
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if (Beatmap.Value is DummyWorkingBeatmap)
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{
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isNewBeatmap = true;
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Beatmap.Value = beatmapManager.CreateNew(Ruleset.Value, api.LocalUser.Value);
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}
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try
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{
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playableBeatmap = Beatmap.Value.GetPlayableBeatmap(Beatmap.Value.BeatmapInfo.Ruleset);
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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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// couldn't load, hard abort!
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this.Exit();
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return;
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}
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AddInternal(editorBeatmap = new EditorBeatmap(playableBeatmap, Beatmap.Value.Skin));
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dependencies.CacheAs(editorBeatmap);
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changeHandler = new EditorChangeHandler(editorBeatmap);
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dependencies.CacheAs<IEditorChangeHandler>(changeHandler);
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updateLastSavedHash();
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EditorMenuBar menuBar;
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OsuMenuItem undoMenuItem;
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OsuMenuItem redoMenuItem;
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var fileMenuItems = new List<MenuItem>
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{
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new EditorMenuItem("Save", MenuItemType.Standard, Save)
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};
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if (RuntimeInfo.IsDesktop)
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fileMenuItems.Add(new EditorMenuItem("Export package", MenuItemType.Standard, exportBeatmap));
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fileMenuItems.Add(new EditorMenuItemSpacer());
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fileMenuItems.Add(new EditorMenuItem("Exit", MenuItemType.Standard, this.Exit));
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AddInternal(new OsuContextMenuContainer
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{
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RelativeSizeAxes = Axes.Both,
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Children = new[]
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{
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new Container
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{
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Name = "Screen container",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Top = 40, Bottom = 60 },
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Child = screenContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true
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}
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},
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new Container
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{
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Name = "Top bar",
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RelativeSizeAxes = Axes.X,
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Height = 40,
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Child = menuBar = new EditorMenuBar
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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RelativeSizeAxes = Axes.Both,
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Mode = { Value = isNewBeatmap ? EditorScreenMode.SongSetup : EditorScreenMode.Compose },
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Items = new[]
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{
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new MenuItem("File")
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{
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Items = fileMenuItems
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},
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new MenuItem("Edit")
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{
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Items = new[]
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{
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undoMenuItem = new EditorMenuItem("Undo", MenuItemType.Standard, Undo),
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redoMenuItem = new EditorMenuItem("Redo", MenuItemType.Standard, Redo)
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}
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}
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}
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}
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},
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new Container
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{
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Name = "Bottom bar",
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.X,
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Height = 60,
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Children = new Drawable[]
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{
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bottomBackground = new Box { RelativeSizeAxes = Axes.Both },
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Vertical = 5, Horizontal = 10 },
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Child = new GridContainer
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{
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RelativeSizeAxes = Axes.Both,
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ColumnDimensions = new[]
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{
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new Dimension(GridSizeMode.Absolute, 220),
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new Dimension(),
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new Dimension(GridSizeMode.Absolute, 220)
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},
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Content = new[]
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{
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new Drawable[]
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{
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Right = 10 },
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Child = new TimeInfoContainer { RelativeSizeAxes = Axes.Both },
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},
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new SummaryTimeline
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{
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RelativeSizeAxes = Axes.Both,
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},
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Left = 10 },
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Child = new PlaybackControl { RelativeSizeAxes = Axes.Both },
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}
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},
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}
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},
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}
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}
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},
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}
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});
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changeHandler.CanUndo.BindValueChanged(v => undoMenuItem.Action.Disabled = !v.NewValue, true);
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changeHandler.CanRedo.BindValueChanged(v => redoMenuItem.Action.Disabled = !v.NewValue, true);
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menuBar.Mode.ValueChanged += onModeChanged;
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bottomBackground.Colour = colours.Gray2;
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}
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protected void Save()
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{
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// apply any set-level metadata changes.
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beatmapManager.Update(playableBeatmap.BeatmapInfo.BeatmapSet);
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// save the loaded beatmap's data stream.
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beatmapManager.Save(playableBeatmap.BeatmapInfo, editorBeatmap, editorBeatmap.BeatmapSkin);
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updateLastSavedHash();
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}
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protected override void Update()
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{
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base.Update();
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clock.ProcessFrame();
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}
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public bool OnPressed(PlatformAction action)
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{
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switch (action.ActionType)
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{
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case PlatformActionType.Undo:
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Undo();
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return true;
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case PlatformActionType.Redo:
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Redo();
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return true;
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case PlatformActionType.Save:
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Save();
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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(PlatformAction action)
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{
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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switch (e.Key)
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{
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case Key.Left:
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seek(e, -1);
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return true;
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case Key.Right:
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seek(e, 1);
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return true;
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}
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return base.OnKeyDown(e);
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}
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private double scrollAccumulation;
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protected override bool OnScroll(ScrollEvent e)
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{
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const double precision = 1;
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double scrollComponent = e.ScrollDelta.X + e.ScrollDelta.Y;
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double scrollDirection = Math.Sign(scrollComponent);
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// this is a special case to handle the "pivot" scenario.
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// if we are precise scrolling in one direction then change our mind and scroll backwards,
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// the existing accumulation should be applied in the inverse direction to maintain responsiveness.
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if (scrollAccumulation != 0 && Math.Sign(scrollAccumulation) != scrollDirection)
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scrollAccumulation = scrollDirection * (precision - Math.Abs(scrollAccumulation));
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scrollAccumulation += scrollComponent * (e.IsPrecise ? 0.1 : 1);
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// because we are doing snapped seeking, we need to add up precise scrolls until they accumulate to an arbitrary cut-off.
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while (Math.Abs(scrollAccumulation) >= precision)
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{
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if (scrollAccumulation > 0)
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seek(e, -1);
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else
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seek(e, 1);
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scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision);
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}
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return true;
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}
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public bool OnPressed(GlobalAction action)
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{
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if (action == GlobalAction.Back)
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{
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// as we don't want to display the back button, manual handling of exit action is required.
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this.Exit();
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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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public override void OnEntering(IScreen last)
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{
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base.OnEntering(last);
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// todo: temporary. we want to be applying dim using the UserDimContainer eventually.
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Background.FadeColour(Color4.DarkGray, 500);
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Background.EnableUserDim.Value = false;
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Background.BlurAmount.Value = 0;
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resetTrack(true);
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}
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public override bool OnExiting(IScreen next)
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{
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if (!exitConfirmed && dialogOverlay != null && HasUnsavedChanges && !(dialogOverlay.CurrentDialog is PromptForSaveDialog))
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{
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dialogOverlay?.Push(new PromptForSaveDialog(confirmExit, confirmExitWithSave));
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return true;
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}
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Background.FadeColour(Color4.White, 500);
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resetTrack();
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return base.OnExiting(next);
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}
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private void confirmExitWithSave()
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{
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exitConfirmed = true;
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Save();
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this.Exit();
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}
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private void confirmExit()
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{
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exitConfirmed = true;
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this.Exit();
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}
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protected void Undo() => changeHandler.RestoreState(-1);
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protected void Redo() => changeHandler.RestoreState(1);
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private void resetTrack(bool seekToStart = false)
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{
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Beatmap.Value.Track?.Stop();
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if (seekToStart)
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{
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double targetTime = 0;
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if (Beatmap.Value.Beatmap.HitObjects.Count > 0)
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{
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// seek to one beat length before the first hitobject
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targetTime = Beatmap.Value.Beatmap.HitObjects[0].StartTime;
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targetTime -= Beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(targetTime).BeatLength;
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}
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clock.Seek(Math.Max(0, targetTime));
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}
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}
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private void onModeChanged(ValueChangedEvent<EditorScreenMode> e)
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{
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currentScreen?.Exit();
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switch (e.NewValue)
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{
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case EditorScreenMode.SongSetup:
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currentScreen = new SetupScreen();
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break;
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case EditorScreenMode.Compose:
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currentScreen = new ComposeScreen();
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break;
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case EditorScreenMode.Design:
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currentScreen = new DesignScreen();
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break;
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case EditorScreenMode.Timing:
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currentScreen = new TimingScreen();
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break;
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}
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LoadComponentAsync(currentScreen, newScreen =>
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{
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if (newScreen == currentScreen)
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screenContainer.Add(newScreen);
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});
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}
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private void seek(UIEvent e, int direction)
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{
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double amount = e.ShiftPressed ? 2 : 1;
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if (direction < 1)
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clock.SeekBackward(!clock.IsRunning, amount);
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else
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clock.SeekForward(!clock.IsRunning, amount);
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}
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private void exportBeatmap()
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{
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Save();
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beatmapManager.Export(Beatmap.Value.BeatmapSetInfo);
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}
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private void updateLastSavedHash()
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{
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lastSavedHash = changeHandler.CurrentStateHash;
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}
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public double SnapTime(double time, double? referenceTime) => editorBeatmap.SnapTime(time, referenceTime);
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public double GetBeatLengthAtTime(double referenceTime) => editorBeatmap.GetBeatLengthAtTime(referenceTime);
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public int BeatDivisor => beatDivisor.Value;
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}
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}
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