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osu-lazer/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineBlueprintContainer.cs
Dean Herbert aed7ba9508
Change order of application to avoid bias to side with more room to drag
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
2024-07-23 20:56:21 +09:00

298 lines
11 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.
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Events;
using osu.Framework.Utils;
using osu.Game.Graphics;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Screens.Edit.Components.Timelines.Summary.Parts;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Screens.Edit.Compose.Components.Timeline
{
internal partial class TimelineBlueprintContainer : EditorBlueprintContainer
{
[Resolved(CanBeNull = true)]
private Timeline timeline { get; set; }
private Bindable<HitObject> placement;
private SelectionBlueprint<HitObject> placementBlueprint;
private bool hitObjectDragged;
/// <remarks>
/// Positional input must be received outside the container's bounds,
/// in order to handle timeline blueprints which are stacked offscreen.
/// </remarks>
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => timeline.ReceivePositionalInputAt(screenSpacePos);
public TimelineBlueprintContainer(HitObjectComposer composer)
: base(composer)
{
RelativeSizeAxes = Axes.Both;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
Height = 0.6f;
}
[BackgroundDependencyLoader]
private void load()
{
AddInternal(new SelectableAreaBackground
{
Colour = Color4.Black,
Depth = float.MaxValue,
Blending = BlendingParameters.Additive,
});
}
protected override void LoadComplete()
{
base.LoadComplete();
placement = Beatmap.PlacementObject.GetBoundCopy();
placement.ValueChanged += placementChanged;
}
private void placementChanged(ValueChangedEvent<HitObject> obj)
{
if (obj.NewValue == null)
{
if (placementBlueprint != null)
{
SelectionBlueprints.Remove(placementBlueprint, true);
placementBlueprint = null;
}
}
else
{
placementBlueprint = CreateBlueprintFor(obj.NewValue).AsNonNull();
placementBlueprint.Colour = OsuColour.Gray(0.9f);
// TODO: this is out of order, causing incorrect stacking height.
SelectionBlueprints.Add(placementBlueprint);
}
}
protected override Container<SelectionBlueprint<HitObject>> CreateSelectionBlueprintContainer() => new TimelineSelectionBlueprintContainer { RelativeSizeAxes = Axes.Both };
protected override bool OnDragStart(DragStartEvent e)
{
if (!base.ReceivePositionalInputAt(e.ScreenSpaceMouseDownPosition))
return false;
return base.OnDragStart(e);
}
private float dragTimeAccumulated;
protected override void Update()
{
if (IsDragged || hitObjectDragged)
handleScrollViaDrag();
else
dragTimeAccumulated = 0;
if (Composer != null && timeline != null)
{
Composer.Playfield.PastLifetimeExtension = timeline.VisibleRange / 2;
Composer.Playfield.FutureLifetimeExtension = timeline.VisibleRange / 2;
}
base.Update();
updateStacking();
}
private readonly Stack<HitObject> currentConcurrentObjects = new Stack<HitObject>();
private void updateStacking()
{
// because only blueprints of objects which are alive (via pooling) are displayed in the timeline, it's feasible to do this every-update.
const int stack_offset = 5;
// after the stack gets this tall, we can presume there is space underneath to draw subsequent blueprints.
const int stack_reset_count = 3;
currentConcurrentObjects.Clear();
for (int i = SelectionBlueprints.Count - 1; i >= 0; i--)
{
var b = SelectionBlueprints[i];
// remove objects from the stack as long as their end time is in the past.
while (currentConcurrentObjects.TryPeek(out HitObject hitObject))
{
if (Precision.AlmostBigger(hitObject.GetEndTime(), b.Item.StartTime, 1))
break;
currentConcurrentObjects.Pop();
}
// if the stack gets too high, we should have space below it to display the next batch of objects.
// importantly, we only do this if time has incremented, else a stack of hitobjects all at the same time value would start to overlap themselves.
if (currentConcurrentObjects.TryPeek(out HitObject h) && !Precision.AlmostEquals(h.StartTime, b.Item.StartTime, 1))
{
if (currentConcurrentObjects.Count >= stack_reset_count)
currentConcurrentObjects.Clear();
}
b.Y = -(stack_offset * currentConcurrentObjects.Count);
currentConcurrentObjects.Push(b.Item);
}
}
protected override SelectionHandler<HitObject> CreateSelectionHandler() => new TimelineSelectionHandler();
protected override SelectionBlueprint<HitObject> CreateBlueprintFor(HitObject item)
{
return new TimelineHitObjectBlueprint(item)
{
OnDragHandled = e => hitObjectDragged = e != null,
};
}
protected sealed override DragBox CreateDragBox() => new TimelineDragBox();
protected override void UpdateSelectionFromDragBox()
{
Composer.BlueprintContainer.CommitIfPlacementActive();
var dragBox = (TimelineDragBox)DragBox;
double minTime = dragBox.MinTime;
double maxTime = dragBox.MaxTime;
SelectedItems.RemoveAll(hitObject => !shouldBeSelected(hitObject));
foreach (var hitObject in Beatmap.HitObjects.Except(SelectedItems).Where(shouldBeSelected))
{
Composer.Playfield.SetKeepAlive(hitObject, true);
SelectedItems.Add(hitObject);
}
bool shouldBeSelected(HitObject hitObject)
{
double midTime = (hitObject.StartTime + hitObject.GetEndTime()) / 2;
return minTime <= midTime && midTime <= maxTime;
}
}
private void handleScrollViaDrag()
{
// The amount of time dragging before we reach maximum drag speed.
const float time_ramp_multiplier = 5000;
// A maximum drag speed to ensure things don't get out of hand.
const float max_velocity = 10;
if (timeline == null) return;
var mousePos = timeline.ToLocalSpace(InputManager.CurrentState.Mouse.Position);
// for better UX do not require the user to drag all the way to the edge and beyond to initiate a drag-scroll.
// this is especially important in scenarios like fullscreen, where mouse confine will usually be on
// and the user physically *won't be able to* drag beyond the edge of the timeline
// (since its left edge is co-incident with the window edge).
const float scroll_tolerance = 40;
float leftBound = timeline.BoundingBox.TopLeft.X + scroll_tolerance;
float rightBound = timeline.BoundingBox.TopRight.X - scroll_tolerance;
float amount = 0;
if (mousePos.X > rightBound)
amount = mousePos.X - rightBound;
else if (mousePos.X < leftBound)
amount = mousePos.X - leftBound;
if (amount == 0)
{
dragTimeAccumulated = 0;
return;
}
amount = Math.Sign(amount) * Math.Min(max_velocity, MathF.Pow(Math.Clamp(Math.Abs(amount), 0, scroll_tolerance), 2));
dragTimeAccumulated += (float)Clock.ElapsedFrameTime;
timeline.ScrollBy(amount * (float)Clock.ElapsedFrameTime * Math.Min(1, dragTimeAccumulated / time_ramp_multiplier));
}
private partial class SelectableAreaBackground : CompositeDrawable
{
[Resolved]
private OsuColour colours { get; set; }
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
{
float localY = ToLocalSpace(screenSpacePos).Y;
return DrawRectangle.Top <= localY && DrawRectangle.Bottom >= localY;
}
[BackgroundDependencyLoader]
private void load()
{
RelativeSizeAxes = Axes.Both;
Alpha = 0.1f;
AddRangeInternal(new[]
{
// fade out over intro time, outside the valid time bounds.
new Box
{
RelativeSizeAxes = Axes.Y,
Width = 200,
Origin = Anchor.TopRight,
Colour = ColourInfo.GradientHorizontal(Color4.White.Opacity(0), Color4.White),
},
new Box
{
Colour = Color4.White,
RelativeSizeAxes = Axes.Both,
}
});
}
protected override bool OnHover(HoverEvent e)
{
this.FadeColour(colours.BlueLighter, 120, Easing.OutQuint);
return base.OnHover(e);
}
protected override void OnHoverLost(HoverLostEvent e)
{
this.FadeColour(Color4.Black, 600, Easing.OutQuint);
base.OnHoverLost(e);
}
}
protected partial class TimelineSelectionBlueprintContainer : Container<SelectionBlueprint<HitObject>>
{
protected override Container<SelectionBlueprint<HitObject>> Content { get; }
public TimelineSelectionBlueprintContainer()
{
AddInternal(new TimelinePart<SelectionBlueprint<HitObject>>(Content = new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both }) { RelativeSizeAxes = Axes.Both });
}
}
}
}