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60358c7203
Provides better and more consistent initial state for the inspector.
147 lines
5.0 KiB
C#
147 lines
5.0 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.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Threading;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Overlays;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Screens.Edit;
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namespace osu.Game.Rulesets.Edit
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{
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internal partial class HitObjectInspector : CompositeDrawable
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{
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private OsuTextFlowContainer inspectorText = null!;
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[Resolved]
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protected EditorBeatmap EditorBeatmap { get; private set; } = null!;
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[Resolved]
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private OverlayColourProvider colourProvider { get; set; } = null!;
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[BackgroundDependencyLoader]
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private void load()
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{
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AutoSizeAxes = Axes.Y;
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RelativeSizeAxes = Axes.X;
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InternalChild = inspectorText = new OsuTextFlowContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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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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EditorBeatmap.SelectedHitObjects.CollectionChanged += (_, _) => updateInspectorText();
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EditorBeatmap.TransactionBegan += updateInspectorText;
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EditorBeatmap.TransactionEnded += updateInspectorText;
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updateInspectorText();
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}
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private ScheduledDelegate? rollingTextUpdate;
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private void updateInspectorText()
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{
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inspectorText.Clear();
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rollingTextUpdate?.Cancel();
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rollingTextUpdate = null;
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switch (EditorBeatmap.SelectedHitObjects.Count)
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{
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case 0:
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addValue("No selection");
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break;
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case 1:
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var selected = EditorBeatmap.SelectedHitObjects.Single();
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addHeader("Type");
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addValue($"{selected.GetType().ReadableName()}");
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addHeader("Time");
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addValue($"{selected.StartTime:#,0.##}ms");
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switch (selected)
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{
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case IHasPosition pos:
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addHeader("Position");
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addValue($"x:{pos.X:#,0.##} y:{pos.Y:#,0.##}");
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break;
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case IHasXPosition x:
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addHeader("Position");
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addValue($"x:{x.X:#,0.##} ");
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break;
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case IHasYPosition y:
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addHeader("Position");
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addValue($"y:{y.Y:#,0.##}");
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break;
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}
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if (selected is IHasDistance distance)
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{
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addHeader("Distance");
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addValue($"{distance.Distance:#,0.##}px");
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}
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if (selected is IHasRepeats repeats)
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{
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addHeader("Repeats");
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addValue($"{repeats.RepeatCount:#,0.##}");
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}
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if (selected is IHasDuration duration)
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{
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addHeader("End Time");
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addValue($"{duration.EndTime:#,0.##}ms");
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addHeader("Duration");
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addValue($"{duration.Duration:#,0.##}ms");
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}
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// I'd hope there's a better way to do this, but I don't want to bind to each and every property above to watch for changes.
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// This is a good middle-ground for the time being.
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rollingTextUpdate ??= Scheduler.AddDelayed(updateInspectorText, 250);
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break;
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default:
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addHeader("Selected Objects");
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addValue($"{EditorBeatmap.SelectedHitObjects.Count:#,0.##}");
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addHeader("Start Time");
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addValue($"{EditorBeatmap.SelectedHitObjects.Min(o => o.StartTime):#,0.##}ms");
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addHeader("End Time");
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addValue($"{EditorBeatmap.SelectedHitObjects.Max(o => o.GetEndTime()):#,0.##}ms");
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break;
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}
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void addHeader(string header) => inspectorText.AddParagraph($"{header}: ", s =>
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{
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s.Padding = new MarginPadding { Top = 2 };
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s.Font = s.Font.With(size: 12);
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s.Colour = colourProvider.Content2;
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});
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void addValue(string value) => inspectorText.AddParagraph(value, s =>
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{
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s.Font = s.Font.With(weight: FontWeight.SemiBold);
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s.Colour = colourProvider.Content1;
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});
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}
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}
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}
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