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mirror of https://github.com/ppy/osu.git synced 2024-09-24 22:07:27 +08:00
osu-lazer/osu.Game/Rulesets/Edit/HitObjectComposer.cs
Dean Herbert ef2a4aed9a Fix editor playfield not being centered correctly
This has come up multiple times, with mappers citing that they have
muscle memory for mapping based on the centre of the playfield being in
the centre of the window.

The original plan was to have a second toolbar on the right hand side of
the screen to balance the padding, but we're not at that point yet.
Easiest solution is to do what stable does and allow the left-hand
toolbar items to overlap the playfield underneath it.

In edge cases where the user is running at an aspect ratio that causes
overlaps, they can choose to collapse the toolbars down. We can probably
work on this UI/UX a bit more as we update designs to be more friendly
to such cases.
2022-01-05 16:05:18 +09:00

481 lines
18 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.Collections.Generic;
using System.Collections.Specialized;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Framework.Input.Events;
using osu.Framework.Logging;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Configuration;
using osu.Game.Rulesets.Edit.Tools;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Components.RadioButtons;
using osu.Game.Screens.Edit.Components.TernaryButtons;
using osu.Game.Screens.Edit.Compose;
using osu.Game.Screens.Edit.Compose.Components;
using osuTK;
using osuTK.Input;
namespace osu.Game.Rulesets.Edit
{
/// <summary>
/// Top level container for editor compose mode.
/// Responsible for providing snapping and generally gluing components together.
/// </summary>
/// <typeparam name="TObject">The base type of supported objects.</typeparam>
[Cached(Type = typeof(IPlacementHandler))]
public abstract class HitObjectComposer<TObject> : HitObjectComposer, IPlacementHandler
where TObject : HitObject
{
protected IRulesetConfigManager Config { get; private set; }
protected readonly Ruleset Ruleset;
// Provides `Playfield`
private DependencyContainer dependencies;
[Resolved]
protected EditorClock EditorClock { get; private set; }
[Resolved]
protected EditorBeatmap EditorBeatmap { get; private set; }
[Resolved]
protected IBeatSnapProvider BeatSnapProvider { get; private set; }
protected ComposeBlueprintContainer BlueprintContainer { get; private set; }
private DrawableEditorRulesetWrapper<TObject> drawableRulesetWrapper;
protected readonly Container LayerBelowRuleset = new Container { RelativeSizeAxes = Axes.Both };
private InputManager inputManager;
private EditorRadioButtonCollection toolboxCollection;
private FillFlowContainer togglesCollection;
private IBindable<bool> hasTiming;
protected HitObjectComposer(Ruleset ruleset)
{
Ruleset = ruleset;
}
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) =>
dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
[BackgroundDependencyLoader]
private void load()
{
Config = Dependencies.Get<IRulesetConfigCache>().GetConfigFor(Ruleset);
try
{
drawableRulesetWrapper = new DrawableEditorRulesetWrapper<TObject>(CreateDrawableRuleset(Ruleset, EditorBeatmap.PlayableBeatmap, new[] { Ruleset.GetAutoplayMod() }))
{
Clock = EditorClock,
ProcessCustomClock = false
};
}
catch (Exception e)
{
Logger.Error(e, "Could not load beatmap successfully!");
return;
}
dependencies.CacheAs(Playfield);
const float toolbar_width = 200;
InternalChildren = new Drawable[]
{
new Container
{
Name = "Content",
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
// layers below playfield
drawableRulesetWrapper.CreatePlayfieldAdjustmentContainer().WithChild(LayerBelowRuleset),
drawableRulesetWrapper,
// layers above playfield
drawableRulesetWrapper.CreatePlayfieldAdjustmentContainer()
.WithChild(BlueprintContainer = CreateBlueprintContainer())
}
},
new FillFlowContainer
{
Name = "Sidebar",
RelativeSizeAxes = Axes.Y,
Width = toolbar_width,
Padding = new MarginPadding { Right = 10 },
Spacing = new Vector2(10),
Children = new Drawable[]
{
new ToolboxGroup("toolbox (1-9)")
{
Child = toolboxCollection = new EditorRadioButtonCollection { RelativeSizeAxes = Axes.X }
},
new ToolboxGroup("toggles (Q~P)")
{
Child = togglesCollection = new FillFlowContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Spacing = new Vector2(0, 5),
},
}
}
},
};
toolboxCollection.Items = CompositionTools
.Prepend(new SelectTool())
.Select(t => new RadioButton(t.Name, () => toolSelected(t), t.CreateIcon))
.ToList();
TernaryStates = CreateTernaryButtons().ToArray();
togglesCollection.AddRange(TernaryStates.Select(b => new DrawableTernaryButton(b)));
setSelectTool();
EditorBeatmap.SelectedHitObjects.CollectionChanged += selectionChanged;
}
protected override void LoadComplete()
{
base.LoadComplete();
inputManager = GetContainingInputManager();
hasTiming = EditorBeatmap.HasTiming.GetBoundCopy();
hasTiming.BindValueChanged(timing =>
{
// it's important this is performed before the similar code in EditorRadioButton disables the button.
if (!timing.NewValue)
setSelectTool();
});
}
public override Playfield Playfield => drawableRulesetWrapper.Playfield;
public override IEnumerable<DrawableHitObject> HitObjects => drawableRulesetWrapper.Playfield.AllHitObjects;
public override bool CursorInPlacementArea => drawableRulesetWrapper.Playfield.ReceivePositionalInputAt(inputManager.CurrentState.Mouse.Position);
/// <summary>
/// Defines all available composition tools, listed on the left side of the editor screen as button controls.
/// This should usually define one tool for each <see cref="HitObject"/> type used in the target ruleset.
/// </summary>
/// <remarks>
/// A "select" tool is automatically added as the first tool.
/// </remarks>
protected abstract IReadOnlyList<HitObjectCompositionTool> CompositionTools { get; }
/// <summary>
/// A collection of states which will be displayed to the user in the toolbox.
/// </summary>
public TernaryButton[] TernaryStates { get; private set; }
/// <summary>
/// Create all ternary states required to be displayed to the user.
/// </summary>
protected virtual IEnumerable<TernaryButton> CreateTernaryButtons() => BlueprintContainer.TernaryStates;
/// <summary>
/// Construct a relevant blueprint container. This will manage hitobject selection/placement input handling and display logic.
/// </summary>
protected virtual ComposeBlueprintContainer CreateBlueprintContainer() => new ComposeBlueprintContainer(this);
/// <summary>
/// Construct a drawable ruleset for the provided ruleset.
/// </summary>
/// <remarks>
/// Can be overridden to add editor-specific logical changes to a <see cref="Ruleset"/>'s standard <see cref="DrawableRuleset{TObject}"/>.
/// For example, hit animations or judgement logic may be changed to give a better editor user experience.
/// </remarks>
/// <param name="ruleset">The ruleset used to construct its drawable counterpart.</param>
/// <param name="beatmap">The loaded beatmap.</param>
/// <param name="mods">The mods to be applied.</param>
/// <returns>An editor-relevant <see cref="DrawableRuleset{TObject}"/>.</returns>
protected virtual DrawableRuleset<TObject> CreateDrawableRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
=> (DrawableRuleset<TObject>)ruleset.CreateDrawableRulesetWith(beatmap, mods);
#region Tool selection logic
protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.ControlPressed || e.AltPressed || e.SuperPressed)
return false;
if (checkLeftToggleFromKey(e.Key, out int leftIndex))
{
var item = toolboxCollection.Items.ElementAtOrDefault(leftIndex);
if (item != null)
{
if (!item.Selected.Disabled)
item.Select();
return true;
}
}
if (checkRightToggleFromKey(e.Key, out int rightIndex))
{
var item = togglesCollection.ElementAtOrDefault(rightIndex);
if (item is DrawableTernaryButton button)
{
button.Button.Toggle();
return true;
}
}
return base.OnKeyDown(e);
}
private bool checkLeftToggleFromKey(Key key, out int index)
{
if (key < Key.Number1 || key > Key.Number9)
{
index = -1;
return false;
}
index = key - Key.Number1;
return true;
}
private bool checkRightToggleFromKey(Key key, out int index)
{
switch (key)
{
case Key.Q:
index = 0;
break;
case Key.W:
index = 1;
break;
case Key.E:
index = 2;
break;
case Key.R:
index = 3;
break;
case Key.T:
index = 4;
break;
case Key.Y:
index = 5;
break;
case Key.U:
index = 6;
break;
case Key.I:
index = 7;
break;
case Key.O:
index = 8;
break;
case Key.P:
index = 9;
break;
default:
index = -1;
break;
}
return index >= 0;
}
private void selectionChanged(object sender, NotifyCollectionChangedEventArgs changedArgs)
{
if (EditorBeatmap.SelectedHitObjects.Any())
{
// ensure in selection mode if a selection is made.
setSelectTool();
}
}
private void setSelectTool() => toolboxCollection.Items.First().Select();
private void toolSelected(HitObjectCompositionTool tool)
{
BlueprintContainer.CurrentTool = tool;
if (!(tool is SelectTool))
EditorBeatmap.SelectedHitObjects.Clear();
}
#endregion
#region IPlacementHandler
public void BeginPlacement(HitObject hitObject)
{
EditorBeatmap.PlacementObject.Value = hitObject;
}
public void EndPlacement(HitObject hitObject, bool commit)
{
EditorBeatmap.PlacementObject.Value = null;
if (commit)
{
EditorBeatmap.Add(hitObject);
if (EditorClock.CurrentTime < hitObject.StartTime)
EditorClock.SeekSmoothlyTo(hitObject.StartTime);
}
}
public void Delete(HitObject hitObject) => EditorBeatmap.Remove(hitObject);
#endregion
#region IPositionSnapProvider
/// <summary>
/// Retrieve the relevant <see cref="Playfield"/> at a specified screen-space position.
/// In cases where a ruleset doesn't require custom logic (due to nested playfields, for example)
/// this will return the ruleset's main playfield.
/// </summary>
/// <param name="screenSpacePosition">The screen-space position to query.</param>
/// <returns>The most relevant <see cref="Playfield"/>.</returns>
protected virtual Playfield PlayfieldAtScreenSpacePosition(Vector2 screenSpacePosition) => drawableRulesetWrapper.Playfield;
public override SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition)
{
var playfield = PlayfieldAtScreenSpacePosition(screenSpacePosition);
double? targetTime = null;
if (playfield is ScrollingPlayfield scrollingPlayfield)
{
targetTime = scrollingPlayfield.TimeAtScreenSpacePosition(screenSpacePosition);
// apply beat snapping
targetTime = BeatSnapProvider.SnapTime(targetTime.Value);
// convert back to screen space
screenSpacePosition = scrollingPlayfield.ScreenSpacePositionAtTime(targetTime.Value);
}
return new SnapResult(screenSpacePosition, targetTime, playfield);
}
public override float GetBeatSnapDistanceAt(HitObject referenceObject)
{
return (float)(100 * EditorBeatmap.Difficulty.SliderMultiplier * referenceObject.DifficultyControlPoint.SliderVelocity / BeatSnapProvider.BeatDivisor);
}
public override float DurationToDistance(HitObject referenceObject, double duration)
{
double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceObject.StartTime);
return (float)(duration / beatLength * GetBeatSnapDistanceAt(referenceObject));
}
public override double DistanceToDuration(HitObject referenceObject, float distance)
{
double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceObject.StartTime);
return distance / GetBeatSnapDistanceAt(referenceObject) * beatLength;
}
public override double GetSnappedDurationFromDistance(HitObject referenceObject, float distance)
=> BeatSnapProvider.SnapTime(referenceObject.StartTime + DistanceToDuration(referenceObject, distance), referenceObject.StartTime) - referenceObject.StartTime;
public override float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance)
{
double startTime = referenceObject.StartTime;
double actualDuration = startTime + DistanceToDuration(referenceObject, distance);
double snappedEndTime = BeatSnapProvider.SnapTime(actualDuration, startTime);
double beatLength = BeatSnapProvider.GetBeatLengthAtTime(startTime);
// we don't want to exceed the actual duration and snap to a point in the future.
// as we are snapping to beat length via SnapTime (which will round-to-nearest), check for snapping in the forward direction and reverse it.
if (snappedEndTime > actualDuration + 1)
snappedEndTime -= beatLength;
return DurationToDistance(referenceObject, snappedEndTime - startTime);
}
#endregion
}
/// <summary>
/// A non-generic definition of a HitObject composer class.
/// Generally used to access certain methods without requiring a generic type for <see cref="HitObjectComposer{T}" />.
/// </summary>
[Cached(typeof(HitObjectComposer))]
[Cached(typeof(IPositionSnapProvider))]
public abstract class HitObjectComposer : CompositeDrawable, IPositionSnapProvider
{
protected HitObjectComposer()
{
RelativeSizeAxes = Axes.Both;
}
/// <summary>
/// The target ruleset's playfield.
/// </summary>
public abstract Playfield Playfield { get; }
/// <summary>
/// All <see cref="DrawableHitObject"/>s in currently loaded beatmap.
/// </summary>
public abstract IEnumerable<DrawableHitObject> HitObjects { get; }
/// <summary>
/// Whether the user's cursor is currently in an area of the <see cref="HitObjectComposer"/> that is valid for placement.
/// </summary>
public abstract bool CursorInPlacementArea { get; }
public virtual string ConvertSelectionToString() => string.Empty;
#region IPositionSnapProvider
public abstract SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition);
public virtual SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition) =>
new SnapResult(screenSpacePosition, null);
public abstract float GetBeatSnapDistanceAt(HitObject referenceObject);
public abstract float DurationToDistance(HitObject referenceObject, double duration);
public abstract double DistanceToDuration(HitObject referenceObject, float distance);
public abstract double GetSnappedDurationFromDistance(HitObject referenceObject, float distance);
public abstract float GetSnappedDistanceFromDistance(HitObject referenceObject, float distance);
#endregion
}
}