mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 06:17:23 +08:00
262 lines
11 KiB
C#
262 lines
11 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using JetBrains.Annotations;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Configuration;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Input;
|
|
using osu.Framework.Logging;
|
|
using osu.Framework.MathUtils;
|
|
using osu.Framework.Timing;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Rulesets.Edit.Tools;
|
|
using osu.Game.Rulesets.Objects.Drawables;
|
|
using osu.Game.Rulesets.UI;
|
|
using osu.Game.Screens.Edit.Screens.Compose;
|
|
using osu.Game.Screens.Edit.Screens.Compose.Layers;
|
|
using osu.Game.Screens.Edit.Screens.Compose.RadioButtons;
|
|
|
|
namespace osu.Game.Rulesets.Edit
|
|
{
|
|
public abstract class HitObjectComposer : CompositeDrawable
|
|
{
|
|
private readonly Ruleset ruleset;
|
|
|
|
protected ICompositionTool CurrentTool { get; private set; }
|
|
|
|
private RulesetContainer rulesetContainer;
|
|
private readonly List<Container> layerContainers = new List<Container>();
|
|
|
|
private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
|
|
private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor();
|
|
|
|
private IAdjustableClock adjustableClock;
|
|
|
|
protected HitObjectComposer(Ruleset ruleset)
|
|
{
|
|
this.ruleset = ruleset;
|
|
|
|
RelativeSizeAxes = Axes.Both;
|
|
}
|
|
|
|
[BackgroundDependencyLoader(true)]
|
|
private void load([NotNull] OsuGameBase osuGame, [NotNull] IAdjustableClock adjustableClock, [NotNull] IFrameBasedClock framedClock, [CanBeNull] BindableBeatDivisor beatDivisor)
|
|
{
|
|
this.adjustableClock = adjustableClock;
|
|
|
|
if (beatDivisor != null)
|
|
this.beatDivisor.BindTo(beatDivisor);
|
|
|
|
beatmap.BindTo(osuGame.Beatmap);
|
|
|
|
try
|
|
{
|
|
rulesetContainer = CreateRulesetContainer(ruleset, beatmap.Value);
|
|
rulesetContainer.Clock = framedClock;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Logger.Error(e, "Could not load beatmap sucessfully!");
|
|
return;
|
|
}
|
|
|
|
var layerBelowRuleset = new BorderLayer
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Child = CreateLayerContainer()
|
|
};
|
|
|
|
var layerAboveRuleset = CreateLayerContainer();
|
|
layerAboveRuleset.Child = new HitObjectMaskLayer(rulesetContainer.Playfield, this);
|
|
|
|
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,
|
|
rulesetContainer,
|
|
layerAboveRuleset
|
|
}
|
|
}
|
|
},
|
|
},
|
|
ColumnDimensions = new[]
|
|
{
|
|
new Dimension(GridSizeMode.Absolute, 200),
|
|
}
|
|
};
|
|
|
|
toolboxCollection.Items =
|
|
CompositionTools.Select(t => new RadioButton(t.Name, () => setCompositionTool(t)))
|
|
.Prepend(new RadioButton("Select", () => setCompositionTool(null)))
|
|
.ToList();
|
|
|
|
toolboxCollection.Items[0].Select();
|
|
}
|
|
|
|
protected override void UpdateAfterChildren()
|
|
{
|
|
base.UpdateAfterChildren();
|
|
|
|
layerContainers.ForEach(l =>
|
|
{
|
|
l.Anchor = rulesetContainer.Playfield.Anchor;
|
|
l.Origin = rulesetContainer.Playfield.Origin;
|
|
l.Position = rulesetContainer.Playfield.Position;
|
|
l.Size = rulesetContainer.Playfield.Size;
|
|
});
|
|
}
|
|
|
|
protected override bool OnWheel(InputState state)
|
|
{
|
|
if (state.Mouse.WheelDelta > 0)
|
|
SeekBackward(true);
|
|
else
|
|
SeekForward(true);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Seeks the current time one beat-snapped beat-length backwards.
|
|
/// </summary>
|
|
/// <param name="snapped">Whether to snap to the closest beat.</param>
|
|
public void SeekBackward(bool snapped = false) => seek(-1, snapped);
|
|
|
|
/// <summary>
|
|
/// Seeks the current time one beat-snapped beat-length forwards.
|
|
/// </summary>
|
|
/// <param name="snapped">Whether to snap to the closest beat.</param>
|
|
public void SeekForward(bool snapped = false) => seek(1, snapped);
|
|
|
|
private void seek(int direction, bool snapped)
|
|
{
|
|
var cpi = beatmap.Value.Beatmap.ControlPointInfo;
|
|
|
|
var timingPoint = cpi.TimingPointAt(adjustableClock.CurrentTime);
|
|
if (direction < 0 && timingPoint.Time == adjustableClock.CurrentTime)
|
|
{
|
|
// When going backwards and we're at the boundary of two timing points, we compute the seek distance with the timing point which we are seeking into
|
|
int activeIndex = cpi.TimingPoints.IndexOf(timingPoint);
|
|
while (activeIndex > 0 && adjustableClock.CurrentTime == timingPoint.Time)
|
|
timingPoint = cpi.TimingPoints[--activeIndex];
|
|
}
|
|
|
|
double seekAmount = timingPoint.BeatLength / beatDivisor;
|
|
double seekTime = adjustableClock.CurrentTime + seekAmount * direction;
|
|
|
|
if (!snapped || cpi.TimingPoints.Count == 0)
|
|
{
|
|
adjustableClock.Seek(seekTime);
|
|
return;
|
|
}
|
|
|
|
// We will be snapping to beats within timingPoint
|
|
seekTime -= timingPoint.Time;
|
|
|
|
// Determine the index from timingPoint of the closest beat to seekTime, accounting for scrolling direction
|
|
int closestBeat;
|
|
if (direction > 0)
|
|
closestBeat = (int)Math.Floor(seekTime / seekAmount);
|
|
else
|
|
closestBeat = (int)Math.Ceiling(seekTime / seekAmount);
|
|
|
|
seekTime = timingPoint.Time + closestBeat * seekAmount;
|
|
|
|
// Due to the rounding above, we may end up on the current beat. This will effectively cause 0 seeking to happen, but we don't want this.
|
|
// Instead, we'll go to the next beat in the direction when this is the case
|
|
if (Precision.AlmostEquals(adjustableClock.CurrentTime, seekTime))
|
|
{
|
|
closestBeat += direction > 0 ? 1 : -1;
|
|
seekTime = timingPoint.Time + closestBeat * seekAmount;
|
|
}
|
|
|
|
if (seekTime < timingPoint.Time && timingPoint != cpi.TimingPoints.First())
|
|
seekTime = timingPoint.Time;
|
|
|
|
var nextTimingPoint = cpi.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
|
|
if (seekTime > nextTimingPoint?.Time)
|
|
seekTime = nextTimingPoint.Time;
|
|
|
|
adjustableClock.Seek(seekTime);
|
|
}
|
|
|
|
public void SeekTo(double seekTime, bool snapped = false)
|
|
{
|
|
if (!snapped)
|
|
{
|
|
adjustableClock.Seek(seekTime);
|
|
return;
|
|
}
|
|
|
|
var timingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(seekTime);
|
|
double beatSnapLength = timingPoint.BeatLength / beatDivisor;
|
|
|
|
// We will be snapping to beats within the timing point
|
|
seekTime -= timingPoint.Time;
|
|
|
|
// Determine the index from the current timing point of the closest beat to seekTime
|
|
int closestBeat = (int)Math.Round(seekTime / beatSnapLength);
|
|
seekTime = timingPoint.Time + closestBeat * beatSnapLength;
|
|
|
|
// Depending on beatSnapLength, we may snap to a beat that is beyond timingPoint's end time, but we want to instead snap to
|
|
// the next timing point's start time
|
|
var nextTimingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
|
|
if (seekTime > nextTimingPoint?.Time)
|
|
seekTime = nextTimingPoint.Time;
|
|
|
|
adjustableClock.Seek(seekTime);
|
|
}
|
|
|
|
private void setCompositionTool(ICompositionTool tool) => CurrentTool = tool;
|
|
|
|
protected virtual RulesetContainer CreateRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap) => ruleset.CreateRulesetContainerWith(beatmap, true);
|
|
|
|
protected abstract IReadOnlyList<ICompositionTool> CompositionTools { get; }
|
|
|
|
/// <summary>
|
|
/// Creates a <see cref="HitObjectMask"/> for a specific <see cref="DrawableHitObject"/>.
|
|
/// </summary>
|
|
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to create the overlay for.</param>
|
|
public virtual HitObjectMask CreateMaskFor(DrawableHitObject hitObject) => null;
|
|
|
|
/// <summary>
|
|
/// Creates a <see cref="MaskSelection"/> which outlines <see cref="DrawableHitObject"/>s
|
|
/// and handles hitobject pattern adjustments.
|
|
/// </summary>
|
|
public virtual MaskSelection CreateMaskSelection() => new MaskSelection();
|
|
|
|
/// <summary>
|
|
/// Creates a <see cref="ScalableContainer"/> which provides a layer above or below the <see cref="Playfield"/>.
|
|
/// </summary>
|
|
protected virtual ScalableContainer CreateLayerContainer() => new ScalableContainer { RelativeSizeAxes = Axes.Both };
|
|
}
|
|
}
|