1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-07 14:27:25 +08:00
osu-lazer/osu.Game/Screens/Edit/Compose/Components/ComposeBlueprintContainer.cs

150 lines
4.4 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.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Tools;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
namespace osu.Game.Screens.Edit.Compose.Components
{
/// <summary>
/// A blueprint container generally displayed as an overlay to a ruleset's playfield.
/// </summary>
public class ComposeBlueprintContainer : BlueprintContainer
{
[Resolved]
private HitObjectComposer composer { get; set; }
private PlacementBlueprint currentPlacement;
private readonly Container<PlacementBlueprint> placementBlueprintContainer;
private InputManager inputManager;
private readonly IEnumerable<DrawableHitObject> drawableHitObjects;
public ComposeBlueprintContainer(IEnumerable<DrawableHitObject> drawableHitObjects)
{
this.drawableHitObjects = drawableHitObjects;
placementBlueprintContainer = new Container<PlacementBlueprint>
{
RelativeSizeAxes = Axes.Both
};
}
[BackgroundDependencyLoader]
private void load()
{
AddInternal(placementBlueprintContainer);
}
protected override void LoadComplete()
{
base.LoadComplete();
inputManager = GetContainingInputManager();
}
#region Placement
/// <summary>
/// Refreshes the current placement tool.
/// </summary>
private void refreshTool()
{
placementBlueprintContainer.Clear();
currentPlacement = null;
var blueprint = CurrentTool?.CreatePlacementBlueprint();
if (blueprint != null)
{
placementBlueprintContainer.Child = currentPlacement = blueprint;
// Fixes a 1-frame position discrepancy due to the first mouse move event happening in the next frame
updatePlacementPosition(inputManager.CurrentState.Mouse.Position);
}
}
private void updatePlacementPosition(Vector2 screenSpacePosition)
{
Vector2 snappedGridPosition = composer.GetSnappedPosition(ToLocalSpace(screenSpacePosition), 0).position;
Vector2 snappedScreenSpacePosition = ToScreenSpace(snappedGridPosition);
currentPlacement.UpdatePosition(snappedScreenSpacePosition);
}
#endregion
protected override bool OnMouseMove(MouseMoveEvent e)
{
if (currentPlacement != null)
{
updatePlacementPosition(e.ScreenSpaceMousePosition);
return true;
}
return base.OnMouseMove(e);
}
protected override void Update()
{
base.Update();
if (currentPlacement != null)
{
if (composer.CursorInPlacementArea)
currentPlacement.State = PlacementState.Shown;
else if (currentPlacement?.PlacementBegun == false)
currentPlacement.State = PlacementState.Hidden;
}
}
protected sealed override SelectionBlueprint CreateBlueprintFor(HitObject hitObject)
{
var drawable = drawableHitObjects.FirstOrDefault(d => d.HitObject == hitObject);
if (drawable == null)
return null;
return CreateBlueprintFor(drawable);
}
public virtual OverlaySelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject) => null;
protected override void AddBlueprintFor(HitObject hitObject)
{
refreshTool();
base.AddBlueprintFor(hitObject);
}
private HitObjectCompositionTool currentTool;
/// <summary>
/// The current placement tool.
/// </summary>
public HitObjectCompositionTool CurrentTool
{
get => currentTool;
set
{
if (currentTool == value)
return;
currentTool = value;
refreshTool();
}
}
}
}