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# Conflicts: # osu.Game.Rulesets.Catch/Judgements/CatchDropletJudgement.cs # osu.Game.Rulesets.Catch/Judgements/CatchJudgement.cs # osu.Game.Rulesets.Mania/Scoring/ManiaScoreProcessor.cs # osu.Game.Rulesets.Osu/Replays/OsuAutoGenerator.cs # osu.Game.Rulesets.Osu/UI/Cursor/CursorTrail.cs # osu.Game.Tests/Visual/SongSelect/TestCaseBeatmapScoresContainer.cs # osu.Game/Graphics/OsuFont.cs # osu.Game/Online/API/Requests/Responses/APILegacyScoreInfo.cs # osu.Game/Overlays/Profile/Header/BadgeContainer.cs # osu.Game/Overlays/Profile/ProfileHeader.cs # osu.Game/Screens/Select/PlaySongSelect.cs # osu.Game/Skinning/LegacySkinDecoder.cs
143 lines
4.3 KiB
C#
143 lines
4.3 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;
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using osu.Framework;
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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.Input.Events;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Screens.Edit.Compose;
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using osuTK;
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namespace osu.Game.Rulesets.Edit
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{
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/// <summary>
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/// A blueprint which governs the creation of a new <see cref="HitObject"/> to actualisation.
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/// </summary>
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public abstract class PlacementBlueprint : CompositeDrawable, IStateful<PlacementState>
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{
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/// <summary>
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/// Invoked when <see cref="State"/> has changed.
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/// </summary>
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public event Action<PlacementState> StateChanged;
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/// <summary>
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/// Whether the <see cref="HitObject"/> is currently being placed, but has not necessarily finished being placed.
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/// </summary>
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public bool PlacementBegun { get; private set; }
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/// <summary>
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/// The <see cref="HitObject"/> that is being placed.
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/// </summary>
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protected readonly HitObject HitObject;
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protected IClock EditorClock { get; private set; }
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private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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[Resolved]
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private IPlacementHandler placementHandler { get; set; }
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protected PlacementBlueprint(HitObject hitObject)
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{
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HitObject = hitObject;
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RelativeSizeAxes = Axes.Both;
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// This is required to allow the blueprint's position to be updated via OnMouseMove/Handle
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// on the same frame it is made visible via a PlacementState change.
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AlwaysPresent = true;
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Alpha = 0;
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}
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[BackgroundDependencyLoader]
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private void load(IBindable<WorkingBeatmap> beatmap, IAdjustableClock clock)
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{
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this.beatmap.BindTo(beatmap);
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EditorClock = clock;
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ApplyDefaultsToHitObject();
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}
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private PlacementState state;
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public PlacementState State
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{
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get => state;
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set
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{
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if (state == value)
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return;
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state = value;
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if (state == PlacementState.Shown)
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Show();
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else
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Hide();
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StateChanged?.Invoke(value);
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}
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}
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/// <summary>
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/// Signals that the placement of <see cref="HitObject"/> has started.
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/// </summary>
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protected void BeginPlacement()
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{
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placementHandler.BeginPlacement(HitObject);
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PlacementBegun = true;
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}
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/// <summary>
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/// Signals that the placement of <see cref="HitObject"/> has finished.
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/// This will destroy this <see cref="PlacementBlueprint"/>, and add the <see cref="HitObject"/> to the <see cref="Beatmap"/>.
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/// </summary>
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protected void EndPlacement()
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{
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if (!PlacementBegun)
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BeginPlacement();
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placementHandler.EndPlacement(HitObject);
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}
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/// <summary>
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/// Invokes <see cref="Objects.HitObject.ApplyDefaults(ControlPointInfo,BeatmapDifficulty)"/>,
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/// refreshing <see cref="Objects.HitObject.NestedHitObjects"/> and parameters for the <see cref="HitObject"/>.
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/// </summary>
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protected void ApplyDefaultsToHitObject() => HitObject.ApplyDefaults(beatmap.Value.Beatmap.ControlPointInfo, beatmap.Value.Beatmap.BeatmapInfo.BaseDifficulty);
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => Parent?.ReceivePositionalInputAt(screenSpacePos) ?? false;
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protected override bool Handle(UIEvent e)
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{
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base.Handle(e);
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switch (e)
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{
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case ScrollEvent _:
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return false;
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case MouseEvent _:
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return true;
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default:
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return false;
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}
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}
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}
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public enum PlacementState
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{
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Hidden,
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Shown,
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}
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}
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