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a0e6748882
As mentioned in https://github.com/ppy/osu/discussions/24161
207 lines
7.7 KiB
C#
207 lines
7.7 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using System.Threading;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Compose;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Edit
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{
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/// <summary>
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/// A blueprint which governs the creation of a new <see cref="HitObject"/> to actualisation.
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/// </summary>
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public abstract partial class PlacementBlueprint : CompositeDrawable, IKeyBindingHandler<GlobalAction>
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{
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/// <summary>
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/// Whether the <see cref="HitObject"/> is currently mid-placement, but has not necessarily finished being placed.
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/// </summary>
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public PlacementState PlacementActive { get; private set; }
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/// <summary>
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/// Whether the sample bank should be taken from the previous hit object.
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/// </summary>
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public bool AutomaticBankAssignment { get; set; }
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/// <summary>
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/// The <see cref="HitObject"/> that is being placed.
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/// </summary>
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public readonly HitObject HitObject;
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[Resolved]
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protected EditorClock EditorClock { get; private set; } = null!;
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[Resolved]
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private EditorBeatmap beatmap { get; set; } = null!;
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private Bindable<double> startTimeBindable = null!;
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private HitObject? getPreviousHitObject() => beatmap.HitObjects.TakeWhile(h => h.StartTime <= startTimeBindable.Value).LastOrDefault();
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[Resolved]
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private IPlacementHandler placementHandler { get; set; } = null!;
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/// <summary>
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/// Whether this blueprint is currently in a state that can be committed.
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/// </summary>
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/// <remarks>
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/// Override this with any preconditions that should be double-checked on committing.
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/// If <c>false</c> is returned and a commit is attempted, the blueprint will be destroyed instead.
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/// </remarks>
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protected virtual bool IsValidForPlacement => true;
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protected PlacementBlueprint(HitObject hitObject)
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{
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HitObject = hitObject;
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// adding the default hit sample should be the case regardless of the ruleset.
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HitObject.Samples.Add(new HitSampleInfo(HitSampleInfo.HIT_NORMAL));
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RelativeSizeAxes = Axes.Both;
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// This is required to allow the blueprint's position to be updated via OnMouseMove/Handle
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// on the same frame it is made visible via a PlacementState change.
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AlwaysPresent = true;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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startTimeBindable = HitObject.StartTimeBindable.GetBoundCopy();
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startTimeBindable.BindValueChanged(_ => ApplyDefaultsToHitObject(), true);
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}
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/// <summary>
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/// Signals that the placement of <see cref="HitObject"/> has started.
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/// </summary>
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/// <param name="commitStart">Whether this call is committing a value for HitObject.StartTime and continuing with further adjustments.</param>
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protected void BeginPlacement(bool commitStart = false)
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{
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placementHandler.BeginPlacement(HitObject);
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if (commitStart)
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PlacementActive = PlacementState.Active;
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}
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/// <summary>
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/// Signals that the placement of <see cref="HitObject"/> has finished.
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/// This will destroy this <see cref="PlacementBlueprint"/>, and add the HitObject.StartTime to the <see cref="Beatmap"/>.
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/// </summary>
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/// <param name="commit">Whether the object should be committed. Note that a commit may fail if <see cref="IsValidForPlacement"/> is <c>false</c>.</param>
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public void EndPlacement(bool commit)
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{
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switch (PlacementActive)
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{
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case PlacementState.Finished:
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return;
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case PlacementState.Waiting:
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// ensure placement was started before ending to make state handling simpler.
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BeginPlacement();
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break;
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}
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placementHandler.EndPlacement(HitObject, IsValidForPlacement && commit);
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PlacementActive = PlacementState.Finished;
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}
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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if (PlacementActive == PlacementState.Waiting)
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return false;
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switch (e.Action)
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{
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case GlobalAction.Select:
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EndPlacement(true);
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return true;
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case GlobalAction.Back:
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EndPlacement(false);
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return true;
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default:
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return false;
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}
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}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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/// <summary>
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/// Updates the time and position of this <see cref="PlacementBlueprint"/> based on the provided snap information.
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/// </summary>
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/// <param name="result">The snap result information.</param>
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public virtual void UpdateTimeAndPosition(SnapResult result)
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{
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if (PlacementActive == PlacementState.Waiting)
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{
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HitObject.StartTime = result.Time ?? EditorClock.CurrentTime;
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if (HitObject is IHasComboInformation comboInformation)
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comboInformation.UpdateComboInformation(getPreviousHitObject() as IHasComboInformation);
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}
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if (AutomaticBankAssignment)
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{
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// Take the hitnormal sample of the last hit object
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var lastHitNormal = getPreviousHitObject()?.Samples?.FirstOrDefault(o => o.Name == HitSampleInfo.HIT_NORMAL);
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if (lastHitNormal != null)
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HitObject.Samples[0] = lastHitNormal;
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}
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}
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/// <summary>
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/// Invokes <see cref="Objects.HitObject.ApplyDefaults(ControlPointInfo,IBeatmapDifficultyInfo,CancellationToken)"/>,
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/// refreshing <see cref="Objects.HitObject.NestedHitObjects"/> and parameters for the <see cref="HitObject"/>.
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/// </summary>
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protected void ApplyDefaultsToHitObject() => HitObject.ApplyDefaults(beatmap.ControlPointInfo, beatmap.Difficulty);
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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protected override bool Handle(UIEvent e)
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{
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base.Handle(e);
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switch (e)
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{
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case ScrollEvent:
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return false;
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case DoubleClickEvent:
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return false;
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case MouseButtonEvent mouse:
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// placement blueprints should generally block mouse from reaching underlying components (ie. performing clicks on interface buttons).
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// for now, the one exception we want to allow is when using a non-main mouse button when shift is pressed, which is used to trigger object deletion
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// while in placement mode.
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return mouse.Button == MouseButton.Left || !mouse.ShiftPressed;
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default:
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return false;
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}
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}
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public enum PlacementState
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{
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Waiting,
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Active,
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Finished
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}
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}
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}
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