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c8a64c5950
Before I go with a hammer to redesign these, I want to remove stuff that does nothing first. Hard-breaks API to allow rulesets to specify an enumerable of custom sections rather than two specific weird ones. For specific rulesets: - osu!: - Stack leniency slider merged into difficulty section. - osu!taiko: - Approach rate and circle size sliders removed. - Colours section removed. - osu!catch: - No functional changes. - osu!mania: - Special style toggle merged into difficulty section. - Colours section removed.
167 lines
6.9 KiB
C#
167 lines
6.9 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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Localisation;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterfaceV2;
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using osu.Game.Localisation;
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using osu.Game.Resources.Localisation.Web;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Setup;
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namespace osu.Game.Rulesets.Mania.Edit.Setup
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{
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public partial class ManiaDifficultySection : SetupSection
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{
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public override LocalisableString Title => EditorSetupStrings.DifficultyHeader;
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private LabelledSliderBar<float> keyCountSlider { get; set; } = null!;
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private LabelledSwitchButton specialStyle { get; set; } = null!;
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private LabelledSliderBar<float> healthDrainSlider { get; set; } = null!;
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private LabelledSliderBar<float> overallDifficultySlider { get; set; } = null!;
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private LabelledSliderBar<double> baseVelocitySlider { get; set; } = null!;
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private LabelledSliderBar<double> tickRateSlider { get; set; } = null!;
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[Resolved]
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private Editor? editor { get; set; }
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[Resolved]
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private IEditorChangeHandler? changeHandler { get; set; }
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[BackgroundDependencyLoader]
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private void load()
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{
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Children = new Drawable[]
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{
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keyCountSlider = new LabelledSliderBar<float>
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{
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Label = BeatmapsetsStrings.ShowStatsCsMania,
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FixedLabelWidth = LABEL_WIDTH,
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Description = "The number of columns in the beatmap",
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Current = new BindableFloat(Beatmap.Difficulty.CircleSize)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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MaxValue = 10,
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Precision = 1,
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}
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},
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specialStyle = new LabelledSwitchButton
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{
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Label = "Use special (N+1) style",
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FixedLabelWidth = LABEL_WIDTH,
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Description = "Changes one column to act as a classic \"scratch\" or \"special\" column, which can be moved around by the user's skin (to the left/right/centre). Generally used in 6K (5+1) or 8K (7+1) configurations.",
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Current = { Value = Beatmap.BeatmapInfo.SpecialStyle }
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},
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healthDrainSlider = new LabelledSliderBar<float>
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{
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Label = BeatmapsetsStrings.ShowStatsDrain,
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FixedLabelWidth = LABEL_WIDTH,
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Description = EditorSetupStrings.DrainRateDescription,
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Current = new BindableFloat(Beatmap.Difficulty.DrainRate)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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MaxValue = 10,
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Precision = 0.1f,
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}
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},
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overallDifficultySlider = new LabelledSliderBar<float>
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{
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Label = BeatmapsetsStrings.ShowStatsAccuracy,
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FixedLabelWidth = LABEL_WIDTH,
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Description = EditorSetupStrings.OverallDifficultyDescription,
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Current = new BindableFloat(Beatmap.Difficulty.OverallDifficulty)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 0,
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MaxValue = 10,
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Precision = 0.1f,
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}
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},
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baseVelocitySlider = new LabelledSliderBar<double>
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{
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Label = EditorSetupStrings.BaseVelocity,
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FixedLabelWidth = LABEL_WIDTH,
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Description = EditorSetupStrings.BaseVelocityDescription,
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Current = new BindableDouble(Beatmap.Difficulty.SliderMultiplier)
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{
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Default = 1.4,
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MinValue = 0.4,
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MaxValue = 3.6,
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Precision = 0.01f,
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}
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},
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tickRateSlider = new LabelledSliderBar<double>
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{
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Label = EditorSetupStrings.TickRate,
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FixedLabelWidth = LABEL_WIDTH,
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Description = EditorSetupStrings.TickRateDescription,
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Current = new BindableDouble(Beatmap.Difficulty.SliderTickRate)
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{
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Default = 1,
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MinValue = 1,
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MaxValue = 4,
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Precision = 1,
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}
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},
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};
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keyCountSlider.Current.BindValueChanged(updateKeyCount);
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healthDrainSlider.Current.BindValueChanged(_ => updateValues());
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overallDifficultySlider.Current.BindValueChanged(_ => updateValues());
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baseVelocitySlider.Current.BindValueChanged(_ => updateValues());
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tickRateSlider.Current.BindValueChanged(_ => updateValues());
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}
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private bool updatingKeyCount;
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private void updateKeyCount(ValueChangedEvent<float> keyCount)
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{
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if (updatingKeyCount) return;
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updateValues();
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if (editor == null) return;
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updatingKeyCount = true;
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editor.Reload().ContinueWith(t =>
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{
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if (!t.GetResultSafely())
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{
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Schedule(() =>
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{
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changeHandler!.RestoreState(-1);
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Beatmap.Difficulty.CircleSize = keyCountSlider.Current.Value = keyCount.OldValue;
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updatingKeyCount = false;
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});
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}
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else
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{
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updatingKeyCount = false;
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}
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});
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}
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private void updateValues()
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{
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// for now, update these on commit rather than making BeatmapMetadata bindables.
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// after switching database engines we can reconsider if switching to bindables is a good direction.
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Beatmap.Difficulty.CircleSize = keyCountSlider.Current.Value;
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Beatmap.BeatmapInfo.SpecialStyle = specialStyle.Current.Value;
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Beatmap.Difficulty.DrainRate = healthDrainSlider.Current.Value;
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Beatmap.Difficulty.OverallDifficulty = overallDifficultySlider.Current.Value;
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Beatmap.Difficulty.SliderMultiplier = baseVelocitySlider.Current.Value;
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Beatmap.Difficulty.SliderTickRate = tickRateSlider.Current.Value;
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Beatmap.UpdateAllHitObjects();
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Beatmap.SaveState();
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}
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}
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}
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