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198 lines
7.4 KiB
C#
198 lines
7.4 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Logging;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Configuration;
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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.UI;
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using osu.Game.Screens.Edit.Components.RadioButtons;
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using osu.Game.Screens.Edit.Compose.Components;
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namespace osu.Game.Rulesets.Edit
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{
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public abstract class HitObjectComposer : CompositeDrawable
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{
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public IEnumerable<DrawableHitObject> HitObjects => RulesetContainer.Playfield.AllHitObjects;
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protected readonly Ruleset Ruleset;
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protected readonly IBindable<WorkingBeatmap> Beatmap = new Bindable<WorkingBeatmap>();
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protected IRulesetConfigManager Config { get; private set; }
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private readonly List<Container> layerContainers = new List<Container>();
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protected EditRulesetContainer RulesetContainer { get; private set; }
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private BlueprintContainer blueprintContainer;
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private InputManager inputManager;
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internal HitObjectComposer(Ruleset ruleset)
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{
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Ruleset = ruleset;
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load(IBindableBeatmap beatmap, IFrameBasedClock framedClock)
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{
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Beatmap.BindTo(beatmap);
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try
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{
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RulesetContainer = CreateRulesetContainer();
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RulesetContainer.Clock = framedClock;
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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 sucessfully!");
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return;
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}
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var layerBelowRuleset = CreateLayerContainer();
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layerBelowRuleset.Child = new EditorPlayfieldBorder { RelativeSizeAxes = Axes.Both };
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var layerAboveRuleset = CreateLayerContainer();
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layerAboveRuleset.Child = blueprintContainer = new BlueprintContainer();
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layerContainers.Add(layerBelowRuleset);
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layerContainers.Add(layerAboveRuleset);
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RadioButtonCollection toolboxCollection;
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InternalChild = new GridContainer
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{
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RelativeSizeAxes = Axes.Both,
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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 FillFlowContainer
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{
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Name = "Sidebar",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Right = 10 },
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Children = new Drawable[]
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{
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new ToolboxGroup { Child = toolboxCollection = new RadioButtonCollection { RelativeSizeAxes = Axes.X } }
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}
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},
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new Container
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{
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Name = "Content",
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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layerBelowRuleset,
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RulesetContainer,
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layerAboveRuleset
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}
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}
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},
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},
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ColumnDimensions = new[]
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{
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new Dimension(GridSizeMode.Absolute, 200),
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}
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};
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toolboxCollection.Items =
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CompositionTools.Select(t => new RadioButton(t.Name, () => blueprintContainer.CurrentTool = t))
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.Prepend(new RadioButton("Select", () => blueprintContainer.CurrentTool = null))
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.ToList();
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toolboxCollection.Items[0].Select();
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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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inputManager = GetContainingInputManager();
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}
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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dependencies.CacheAs(this);
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Config = dependencies.Get<RulesetConfigCache>().GetConfigFor(Ruleset);
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return dependencies;
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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layerContainers.ForEach(l =>
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{
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l.Anchor = RulesetContainer.Playfield.Anchor;
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l.Origin = RulesetContainer.Playfield.Origin;
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l.Position = RulesetContainer.Playfield.Position;
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l.Size = RulesetContainer.Playfield.Size;
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});
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}
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/// <summary>
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/// Whether the user's cursor is currently in an area of the <see cref="HitObjectComposer"/> that is valid for placement.
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/// </summary>
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public virtual bool CursorInPlacementArea => RulesetContainer.Playfield.ReceivePositionalInputAt(inputManager.CurrentState.Mouse.Position);
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/// <summary>
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/// Adds a <see cref="HitObject"/> to the <see cref="Beatmaps.Beatmap"/> and visualises it.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> to add.</param>
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public void Add(HitObject hitObject) => blueprintContainer.AddBlueprintFor(RulesetContainer.Add(hitObject));
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public void Remove(HitObject hitObject) => blueprintContainer.RemoveBlueprintFor(RulesetContainer.Remove(hitObject));
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internal abstract EditRulesetContainer CreateRulesetContainer();
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protected abstract IReadOnlyList<HitObjectCompositionTool> CompositionTools { get; }
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/// <summary>
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/// Creates a <see cref="SelectionBlueprint"/> for a specific <see cref="DrawableHitObject"/>.
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/// </summary>
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/// <param name="hitObject">The <see cref="DrawableHitObject"/> to create the overlay for.</param>
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public virtual SelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject) => null;
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/// <summary>
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/// Creates a <see cref="SelectionHandler"/> which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
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/// </summary>
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public virtual SelectionHandler CreateSelectionHandler() => new SelectionHandler();
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/// <summary>
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/// Creates a <see cref="ScalableContainer"/> which provides a layer above or below the <see cref="Playfield"/>.
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/// </summary>
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protected virtual Container CreateLayerContainer() => new Container { RelativeSizeAxes = Axes.Both };
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}
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public abstract class HitObjectComposer<TObject> : HitObjectComposer
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where TObject : HitObject
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{
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protected HitObjectComposer(Ruleset ruleset)
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: base(ruleset)
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{
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}
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internal override EditRulesetContainer CreateRulesetContainer()
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=> new EditRulesetContainer<TObject>(CreateRulesetContainer(Ruleset, Beatmap.Value));
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protected abstract RulesetContainer<TObject> CreateRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap);
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}
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}
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