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osu-lazer/osu.Game/Rulesets/Edit/HitObjectComposer.cs
2019-08-29 19:38:44 +09:00

235 lines
8.9 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Framework.Logging;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Configuration;
using osu.Game.Rulesets.Edit.Tools;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Components.RadioButtons;
using osu.Game.Screens.Edit.Compose;
using osu.Game.Screens.Edit.Compose.Components;
namespace osu.Game.Rulesets.Edit
{
[Cached(Type = typeof(IPlacementHandler))]
public abstract class HitObjectComposer<TObject> : HitObjectComposer, IPlacementHandler
where TObject : HitObject
{
protected IRulesetConfigManager Config { get; private set; }
protected readonly Ruleset Ruleset;
private IWorkingBeatmap workingBeatmap;
private Beatmap<TObject> playableBeatmap;
private EditorBeatmap<TObject> editorBeatmap;
private IBeatmapProcessor beatmapProcessor;
private DrawableEditRulesetWrapper<TObject> drawableRulesetWrapper;
private BlueprintContainer blueprintContainer;
private readonly List<Container> layerContainers = new List<Container>();
private InputManager inputManager;
protected HitObjectComposer(Ruleset ruleset)
{
Ruleset = ruleset;
RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load(IFrameBasedClock framedClock)
{
try
{
drawableRulesetWrapper = new DrawableEditRulesetWrapper<TObject>(CreateDrawableRuleset(Ruleset, workingBeatmap, Array.Empty<Mod>()))
{
Clock = framedClock
};
}
catch (Exception e)
{
Logger.Error(e, "Could not load beatmap sucessfully!");
return;
}
var layerBelowRuleset = drawableRulesetWrapper.CreatePlayfieldAdjustmentContainer();
layerBelowRuleset.Child = new EditorPlayfieldBorder { RelativeSizeAxes = Axes.Both };
var layerAboveRuleset = drawableRulesetWrapper.CreatePlayfieldAdjustmentContainer();
layerAboveRuleset.Child = blueprintContainer = new BlueprintContainer();
layerContainers.Add(layerBelowRuleset);
layerContainers.Add(layerAboveRuleset);
RadioButtonCollection toolboxCollection;
InternalChild = new GridContainer
{
RelativeSizeAxes = Axes.Both,
Content = new[]
{
new Drawable[]
{
new FillFlowContainer
{
Name = "Sidebar",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Right = 10 },
Children = new Drawable[]
{
new ToolboxGroup { Child = toolboxCollection = new RadioButtonCollection { RelativeSizeAxes = Axes.X } }
}
},
new Container
{
Name = "Content",
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
layerBelowRuleset,
drawableRulesetWrapper,
layerAboveRuleset
}
}
},
},
ColumnDimensions = new[]
{
new Dimension(GridSizeMode.Absolute, 200),
}
};
toolboxCollection.Items =
CompositionTools.Select(t => new RadioButton(t.Name, () => blueprintContainer.CurrentTool = t))
.Prepend(new RadioButton("Select", () => blueprintContainer.CurrentTool = null))
.ToList();
toolboxCollection.Items[0].Select();
}
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
{
var parentWorkingBeatmap = parent.Get<IBindable<WorkingBeatmap>>().Value;
playableBeatmap = (Beatmap<TObject>)parentWorkingBeatmap.GetPlayableBeatmap(Ruleset.RulesetInfo, Array.Empty<Mod>());
workingBeatmap = new EditorWorkingBeatmap<TObject>(playableBeatmap, parentWorkingBeatmap);
beatmapProcessor = Ruleset.CreateBeatmapProcessor(playableBeatmap);
editorBeatmap = new EditorBeatmap<TObject>(playableBeatmap);
editorBeatmap.HitObjectAdded += addHitObject;
editorBeatmap.HitObjectRemoved += removeHitObject;
var dependencies = new DependencyContainer(parent);
dependencies.CacheAs<IEditorBeatmap>(editorBeatmap);
dependencies.CacheAs<IEditorBeatmap<TObject>>(editorBeatmap);
Config = dependencies.Get<RulesetConfigCache>().GetConfigFor(Ruleset);
return base.CreateChildDependencies(dependencies);
}
protected override void LoadComplete()
{
base.LoadComplete();
inputManager = GetContainingInputManager();
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
layerContainers.ForEach(l =>
{
l.Anchor = drawableRulesetWrapper.Playfield.Anchor;
l.Origin = drawableRulesetWrapper.Playfield.Origin;
l.Position = drawableRulesetWrapper.Playfield.Position;
l.Size = drawableRulesetWrapper.Playfield.Size;
});
}
private void addHitObject(HitObject hitObject)
{
beatmapProcessor?.PreProcess();
hitObject.ApplyDefaults(playableBeatmap.ControlPointInfo, playableBeatmap.BeatmapInfo.BaseDifficulty);
beatmapProcessor?.PostProcess();
}
private void removeHitObject(HitObject hitObject)
{
beatmapProcessor?.PreProcess();
beatmapProcessor?.PostProcess();
}
public override IEnumerable<DrawableHitObject> HitObjects => drawableRulesetWrapper.Playfield.AllHitObjects;
public override bool CursorInPlacementArea => drawableRulesetWrapper.Playfield.ReceivePositionalInputAt(inputManager.CurrentState.Mouse.Position);
protected abstract IReadOnlyList<HitObjectCompositionTool> CompositionTools { get; }
protected abstract DrawableRuleset<TObject> CreateDrawableRuleset(Ruleset ruleset, IWorkingBeatmap beatmap, IReadOnlyList<Mod> mods);
public void BeginPlacement(HitObject hitObject)
{
}
public void EndPlacement(HitObject hitObject) => editorBeatmap.Add(hitObject);
public void Delete(HitObject hitObject) => editorBeatmap.Remove(hitObject);
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (editorBeatmap != null)
{
editorBeatmap.HitObjectAdded -= addHitObject;
editorBeatmap.HitObjectRemoved -= removeHitObject;
}
}
}
[Cached(typeof(HitObjectComposer))]
public abstract class HitObjectComposer : CompositeDrawable
{
internal HitObjectComposer()
{
RelativeSizeAxes = Axes.Both;
}
/// <summary>
/// All the <see cref="DrawableHitObject"/>s.
/// </summary>
public abstract IEnumerable<DrawableHitObject> HitObjects { get; }
/// <summary>
/// Whether the user's cursor is currently in an area of the <see cref="HitObjectComposer"/> that is valid for placement.
/// </summary>
public abstract bool CursorInPlacementArea { get; }
/// <summary>
/// Creates a <see cref="SelectionBlueprint"/> for a specific <see cref="DrawableHitObject"/>.
/// </summary>
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to create the overlay for.</param>
public virtual SelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject) => null;
/// <summary>
/// Creates a <see cref="SelectionHandler"/> which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
/// </summary>
public virtual SelectionHandler CreateSelectionHandler() => new SelectionHandler();
}
}