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7d8f08c0ea
Seems to have had no consequence due to the way `AutomaticBankAssignment` works (that flag is checked in `PlacementBlueprint.UpdateTimeAndPosition()`, which runs essentially every frame), but let's avoid putting it there at all ever.
407 lines
14 KiB
C#
407 lines
14 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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#nullable disable
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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 JetBrains.Annotations;
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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.Events;
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using osu.Game.Audio;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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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.Rulesets.UI;
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using osu.Game.Screens.Edit.Components.TernaryButtons;
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using osuTK;
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using osuTK.Input;
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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 partial class ComposeBlueprintContainer : EditorBlueprintContainer
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{
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private readonly Container<PlacementBlueprint> placementBlueprintContainer;
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protected new EditorSelectionHandler SelectionHandler => (EditorSelectionHandler)base.SelectionHandler;
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public PlacementBlueprint CurrentPlacement { get; private set; }
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/// <remarks>
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/// Positional input must be received outside the container's bounds,
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/// in order to handle composer blueprints which are partially offscreen.
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/// </remarks>
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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public ComposeBlueprintContainer(HitObjectComposer composer)
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: base(composer)
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{
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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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MainTernaryStates = CreateTernaryButtons().ToArray();
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SampleBankTernaryStates = createSampleBankTernaryButtons().ToArray();
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AddInternal(new DrawableRulesetDependenciesProvidingContainer(Composer.Ruleset)
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{
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Child = placementBlueprintContainer
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});
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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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Beatmap.HitObjectAdded += hitObjectAdded;
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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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kvp.Value.BindValueChanged(_ => updatePlacementSamples());
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foreach (var kvp in SelectionHandler.SelectionBankStates)
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kvp.Value.BindValueChanged(_ => updatePlacementSamples());
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}
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protected override void TransferBlueprintFor(HitObject hitObject, DrawableHitObject drawableObject)
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{
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base.TransferBlueprintFor(hitObject, drawableObject);
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var blueprint = (HitObjectSelectionBlueprint)GetBlueprintFor(hitObject);
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blueprint.DrawableObject = drawableObject;
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}
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private bool nudgeMovementActive;
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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if (e.ControlPressed)
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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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nudgeSelection(new Vector2(-1, 0));
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return true;
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case Key.Right:
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nudgeSelection(new Vector2(1, 0));
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return true;
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case Key.Up:
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nudgeSelection(new Vector2(0, -1));
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return true;
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case Key.Down:
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nudgeSelection(new Vector2(0, 1));
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return true;
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}
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}
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return false;
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}
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protected override void OnKeyUp(KeyUpEvent e)
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{
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base.OnKeyUp(e);
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if (nudgeMovementActive && !e.ControlPressed)
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{
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Beatmap.EndChange();
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nudgeMovementActive = false;
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}
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}
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/// <summary>
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/// Move the current selection spatially by the specified delta, in gamefield coordinates (ie. the same coordinates as the blueprints).
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/// </summary>
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/// <param name="delta"></param>
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private void nudgeSelection(Vector2 delta)
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{
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if (!nudgeMovementActive)
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{
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nudgeMovementActive = true;
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Beatmap.BeginChange();
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}
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var firstBlueprint = SelectionHandler.SelectedBlueprints.FirstOrDefault();
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if (firstBlueprint == null)
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return;
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// convert to game space coordinates
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delta = firstBlueprint.ToScreenSpace(delta) - firstBlueprint.ToScreenSpace(Vector2.Zero);
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SelectionHandler.HandleMovement(new MoveSelectionEvent<HitObject>(firstBlueprint, delta));
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}
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private void updatePlacementNewCombo()
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{
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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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foreach (var kvp in SelectionHandler.SelectionBankStates)
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bankChanged(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(CurrentPlacement.HitObject.CreateHitSampleInfo(sampleName));
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break;
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}
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}
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private void bankChanged(string bankName, TernaryState state)
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{
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if (CurrentPlacement == null) return;
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if (bankName == EditorSelectionHandler.HIT_BANK_AUTO)
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CurrentPlacement.AutomaticBankAssignment = state == TernaryState.True;
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else if (state == TernaryState.True)
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CurrentPlacement.HitObject.Samples = CurrentPlacement.HitObject.Samples.Select(s => s.With(newBank: bankName)).ToList();
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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[] MainTernaryStates { get; private set; }
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public TernaryButton[] SampleBankTernaryStates { 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 IEnumerable<TernaryButton> createSampleBankTernaryButtons()
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{
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foreach (var kvp in SelectionHandler.SelectionBankStates)
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yield return new TernaryButton(kvp.Value, kvp.Key.Titleize(), () => getIconForBank(kvp.Key));
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}
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private Drawable getIconForBank(string sampleName)
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{
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return new Container
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{
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Size = new Vector2(30, 20),
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Children = new Drawable[]
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{
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new SpriteIcon
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{
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Size = new Vector2(8),
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Icon = FontAwesome.Solid.VolumeOff
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},
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new OsuSpriteText
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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X = 10,
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Y = -1,
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Font = OsuFont.Default.With(weight: FontWeight.Bold, size: 20),
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Text = $"{char.ToUpperInvariant(sampleName.First())}"
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}
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}
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};
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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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ensurePlacementCreated();
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}
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private void updatePlacementPosition()
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{
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var snapResult = Composer.FindSnappedPositionAndTime(InputManager.CurrentState.Mouse.Position);
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// if no time was found from positional snapping, we should still quantize to the beat.
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snapResult.Time ??= Beatmap.SnapTime(EditorClock.CurrentTime, null);
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CurrentPlacement.UpdateTimeAndPosition(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 (CurrentPlacement != null)
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{
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switch (CurrentPlacement.PlacementActive)
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{
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case PlacementBlueprint.PlacementState.Waiting:
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if (!Composer.CursorInPlacementArea)
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removePlacement();
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break;
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case PlacementBlueprint.PlacementState.Finished:
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removePlacement();
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break;
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}
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}
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if (Composer.CursorInPlacementArea)
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ensurePlacementCreated();
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if (CurrentPlacement != null)
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updatePlacementPosition();
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}
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protected sealed override SelectionBlueprint<HitObject> CreateBlueprintFor(HitObject item)
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{
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var drawable = Composer.HitObjects.FirstOrDefault(d => d.HitObject == item);
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if (drawable == null)
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return null;
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return CreateHitObjectBlueprintFor(item)?.With(b => b.DrawableObject = drawable);
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}
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[CanBeNull]
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public virtual HitObjectSelectionBlueprint CreateHitObjectBlueprintFor(HitObject hitObject) => null;
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private void hitObjectAdded(HitObject obj)
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{
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// refresh the tool to handle the case of placement completing.
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refreshTool();
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// on successful placement, the new combo button should be reset as this is the most common user interaction.
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if (Beatmap.SelectedHitObjects.Count == 0)
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NewCombo.Value = TernaryState.False;
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}
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private void ensurePlacementCreated()
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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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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 commitIfPlacementActive()
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{
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CurrentPlacement?.EndPlacement(CurrentPlacement.PlacementActive == PlacementBlueprint.PlacementState.Active);
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removePlacement();
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}
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private void removePlacement()
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{
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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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// As per stable editor, when changing tools, we should forcefully commit any pending placement.
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commitIfPlacementActive();
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}
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}
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}
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}
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