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osu-lazer/osu.Game/Screens/Edit/Compose/Components/HitObjectInspector.cs
2024-08-09 18:02:37 +09:00

131 lines
4.6 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.Linq;
using osu.Framework.Extensions.TypeExtensions;
using osu.Framework.Threading;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Screens.Edit.Compose.Components
{
public partial class HitObjectInspector : EditorInspector
{
protected override void LoadComplete()
{
base.LoadComplete();
EditorBeatmap.SelectedHitObjects.CollectionChanged += (_, _) => updateInspectorText();
EditorBeatmap.PlacementObject.BindValueChanged(_ => updateInspectorText());
EditorBeatmap.TransactionBegan += updateInspectorText;
EditorBeatmap.TransactionEnded += updateInspectorText;
updateInspectorText();
}
private ScheduledDelegate? rollingTextUpdate;
private void updateInspectorText()
{
InspectorText.Clear();
rollingTextUpdate?.Cancel();
rollingTextUpdate = null;
HitObject[] objects;
if (EditorBeatmap.SelectedHitObjects.Count > 0)
objects = EditorBeatmap.SelectedHitObjects.ToArray();
else if (EditorBeatmap.PlacementObject.Value != null)
objects = new[] { EditorBeatmap.PlacementObject.Value };
else
objects = Array.Empty<HitObject>();
AddInspectorValues(objects);
// 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.
// This is a good middle-ground for the time being.
if (objects.Length > 0)
rollingTextUpdate ??= Scheduler.AddDelayed(updateInspectorText, 250);
}
protected virtual void AddInspectorValues(HitObject[] objects)
{
switch (objects.Length)
{
case 0:
AddValue("No selection");
break;
case 1:
var selected = objects.Single();
AddHeader("Type");
AddValue($"{selected.GetType().ReadableName()}");
AddHeader("Time");
AddValue($"{selected.StartTime:#,0.##}ms");
switch (selected)
{
case IHasPosition pos:
AddHeader("Position");
AddValue($"x:{pos.X:#,0.##}");
AddValue($"y:{pos.Y:#,0.##}");
break;
case IHasXPosition x:
AddHeader("Position");
AddValue($"x:{x.X:#,0.##} ");
break;
case IHasYPosition y:
AddHeader("Position");
AddValue($"y:{y.Y:#,0.##}");
break;
}
if (selected is IHasDistance distance)
{
AddHeader("Distance");
AddValue($"{distance.Distance:#,0.##}px");
}
if (selected is IHasSliderVelocity sliderVelocity)
{
AddHeader("Slider Velocity");
AddValue($"{sliderVelocity.SliderVelocityMultiplier:#,0.00}x ({sliderVelocity.SliderVelocityMultiplier * EditorBeatmap.Difficulty.SliderMultiplier:#,0.00}x)");
}
if (selected is IHasRepeats repeats)
{
AddHeader("Repeats");
AddValue($"{repeats.RepeatCount:#,0.##}");
}
if (selected is IHasDuration duration)
{
AddHeader("End Time");
AddValue($"{duration.EndTime:#,0.##}ms");
AddHeader("Duration");
AddValue($"{duration.Duration:#,0.##}ms");
}
break;
default:
AddHeader("Selected Objects");
AddValue($"{objects.Length:#,0.##}");
AddHeader("Start Time");
AddValue($"{objects.Min(o => o.StartTime):#,0.##}ms");
AddHeader("End Time");
AddValue($"{objects.Max(o => o.GetEndTime()):#,0.##}ms");
break;
}
}
}
}