mirror of
https://github.com/ppy/osu.git
synced 2024-12-26 03:52:57 +08:00
360 lines
13 KiB
C#
360 lines
13 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.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.Primitives;
|
|
using osu.Framework.Graphics.Shapes;
|
|
using osu.Framework.Input.Bindings;
|
|
using osu.Framework.Input.Events;
|
|
using osu.Framework.Utils;
|
|
using osu.Game.Graphics;
|
|
using osu.Game.Input.Bindings;
|
|
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 class TimelineBlueprintContainer : EditorBlueprintContainer
|
|
{
|
|
[Resolved(CanBeNull = true)]
|
|
private Timeline timeline { get; set; }
|
|
|
|
[Resolved]
|
|
private OsuColour colours { get; set; }
|
|
|
|
private DragEvent lastDragEvent;
|
|
private Bindable<HitObject> placement;
|
|
private SelectionBlueprint<HitObject> placementBlueprint;
|
|
|
|
private SelectableAreaBackground backgroundBox;
|
|
|
|
// we only care about checking vertical validity.
|
|
// this allows selecting and dragging selections before time=0.
|
|
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
|
|
{
|
|
float localY = ToLocalSpace(screenSpacePos).Y;
|
|
return DrawRectangle.Top <= localY && DrawRectangle.Bottom >= localY;
|
|
}
|
|
|
|
public TimelineBlueprintContainer(HitObjectComposer composer)
|
|
: base(composer)
|
|
{
|
|
RelativeSizeAxes = Axes.Both;
|
|
Anchor = Anchor.Centre;
|
|
Origin = Anchor.Centre;
|
|
|
|
Height = 0.6f;
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load()
|
|
{
|
|
AddInternal(backgroundBox = new SelectableAreaBackground
|
|
{
|
|
Colour = Color4.Black,
|
|
Depth = float.MaxValue,
|
|
Blending = BlendingParameters.Additive,
|
|
});
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
DragBox.Alpha = 0;
|
|
|
|
placement = Beatmap.PlacementObject.GetBoundCopy();
|
|
placement.ValueChanged += placementChanged;
|
|
}
|
|
|
|
private void placementChanged(ValueChangedEvent<HitObject> obj)
|
|
{
|
|
if (obj.NewValue == null)
|
|
{
|
|
if (placementBlueprint != null)
|
|
{
|
|
SelectionBlueprints.Remove(placementBlueprint);
|
|
placementBlueprint = null;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
placementBlueprint = CreateBlueprintFor(obj.NewValue).AsNonNull();
|
|
|
|
placementBlueprint.Colour = Color4.MediumPurple;
|
|
|
|
SelectionBlueprints.Add(placementBlueprint);
|
|
}
|
|
}
|
|
|
|
protected override Container<SelectionBlueprint<HitObject>> CreateSelectionBlueprintContainer() => new TimelineSelectionBlueprintContainer { RelativeSizeAxes = Axes.Both };
|
|
|
|
protected override bool OnHover(HoverEvent e)
|
|
{
|
|
backgroundBox.FadeColour(colours.BlueLighter, 120, Easing.OutQuint);
|
|
return base.OnHover(e);
|
|
}
|
|
|
|
protected override void OnHoverLost(HoverLostEvent e)
|
|
{
|
|
backgroundBox.FadeColour(Color4.Black, 600, Easing.OutQuint);
|
|
base.OnHoverLost(e);
|
|
}
|
|
|
|
protected override void OnDrag(DragEvent e)
|
|
{
|
|
handleScrollViaDrag(e);
|
|
|
|
base.OnDrag(e);
|
|
}
|
|
|
|
protected override void OnDragEnd(DragEndEvent e)
|
|
{
|
|
base.OnDragEnd(e);
|
|
lastDragEvent = null;
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
// trigger every frame so drags continue to update selection while playback is scrolling the timeline.
|
|
if (lastDragEvent != null)
|
|
OnDrag(lastDragEvent);
|
|
|
|
if (Composer != null && timeline != null)
|
|
{
|
|
Composer.Playfield.PastLifetimeExtension = timeline.VisibleRange / 2;
|
|
Composer.Playfield.FutureLifetimeExtension = timeline.VisibleRange / 2;
|
|
}
|
|
|
|
base.Update();
|
|
|
|
updateStacking();
|
|
}
|
|
|
|
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;
|
|
|
|
Stack<HitObject> currentConcurrentObjects = new Stack<HitObject>();
|
|
|
|
foreach (var b in SelectionBlueprints.Reverse())
|
|
{
|
|
// 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 = handleScrollViaDrag
|
|
};
|
|
}
|
|
|
|
protected override DragBox CreateDragBox(Action<RectangleF> performSelect) => new TimelineDragBox(performSelect);
|
|
|
|
private void handleScrollViaDrag(DragEvent e)
|
|
{
|
|
lastDragEvent = e;
|
|
|
|
if (lastDragEvent == null)
|
|
return;
|
|
|
|
if (timeline != null)
|
|
{
|
|
var timelineQuad = timeline.ScreenSpaceDrawQuad;
|
|
var mouseX = e.ScreenSpaceMousePosition.X;
|
|
|
|
// scroll if in a drag and dragging outside visible extents
|
|
if (mouseX > timelineQuad.TopRight.X)
|
|
timeline.ScrollBy((float)((mouseX - timelineQuad.TopRight.X) / 10 * Clock.ElapsedFrameTime));
|
|
else if (mouseX < timelineQuad.TopLeft.X)
|
|
timeline.ScrollBy((float)((mouseX - timelineQuad.TopLeft.X) / 10 * Clock.ElapsedFrameTime));
|
|
}
|
|
}
|
|
|
|
private class SelectableAreaBackground : CompositeDrawable
|
|
{
|
|
[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,
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
internal class TimelineSelectionHandler : EditorSelectionHandler, IKeyBindingHandler<GlobalAction>
|
|
{
|
|
// for now we always allow movement. snapping is provided by the Timeline's "distance" snap implementation
|
|
public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent) => true;
|
|
|
|
public bool OnPressed(GlobalAction action)
|
|
{
|
|
switch (action)
|
|
{
|
|
case GlobalAction.EditorNudgeLeft:
|
|
nudgeSelection(-1);
|
|
return true;
|
|
|
|
case GlobalAction.EditorNudgeRight:
|
|
nudgeSelection(1);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void OnReleased(GlobalAction action)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Nudge the current selection by the specified multiple of beat divisor lengths,
|
|
/// based on the timing at the first object in the selection.
|
|
/// </summary>
|
|
/// <param name="amount">The direction and count of beat divisor lengths to adjust.</param>
|
|
private void nudgeSelection(int amount)
|
|
{
|
|
var selected = EditorBeatmap.SelectedHitObjects;
|
|
|
|
if (selected.Count == 0)
|
|
return;
|
|
|
|
var timingPoint = EditorBeatmap.ControlPointInfo.TimingPointAt(selected.First().StartTime);
|
|
double adjustment = timingPoint.BeatLength / EditorBeatmap.BeatDivisor * amount;
|
|
|
|
EditorBeatmap.PerformOnSelection(h =>
|
|
{
|
|
h.StartTime += adjustment;
|
|
EditorBeatmap.Update(h);
|
|
});
|
|
}
|
|
}
|
|
|
|
private class TimelineDragBox : DragBox
|
|
{
|
|
// the following values hold the start and end X positions of the drag box in the timeline's local space,
|
|
// but with zoom unapplied in order to be able to compensate for positional changes
|
|
// while the timeline is being zoomed in/out.
|
|
private float? selectionStart;
|
|
private float selectionEnd;
|
|
|
|
[Resolved]
|
|
private Timeline timeline { get; set; }
|
|
|
|
public TimelineDragBox(Action<RectangleF> performSelect)
|
|
: base(performSelect)
|
|
{
|
|
}
|
|
|
|
protected override Drawable CreateBox() => new Box
|
|
{
|
|
RelativeSizeAxes = Axes.Y,
|
|
Alpha = 0.3f
|
|
};
|
|
|
|
public override bool HandleDrag(MouseButtonEvent e)
|
|
{
|
|
selectionStart ??= e.MouseDownPosition.X / timeline.CurrentZoom;
|
|
|
|
// only calculate end when a transition is not in progress to avoid bouncing.
|
|
if (Precision.AlmostEquals(timeline.CurrentZoom, timeline.Zoom))
|
|
selectionEnd = e.MousePosition.X / timeline.CurrentZoom;
|
|
|
|
updateDragBoxPosition();
|
|
return true;
|
|
}
|
|
|
|
private void updateDragBoxPosition()
|
|
{
|
|
if (selectionStart == null)
|
|
return;
|
|
|
|
float rescaledStart = selectionStart.Value * timeline.CurrentZoom;
|
|
float rescaledEnd = selectionEnd * timeline.CurrentZoom;
|
|
|
|
Box.X = Math.Min(rescaledStart, rescaledEnd);
|
|
Box.Width = Math.Abs(rescaledStart - rescaledEnd);
|
|
|
|
var boxScreenRect = Box.ScreenSpaceDrawQuad.AABBFloat;
|
|
|
|
// we don't care about where the hitobjects are vertically. in cases like stacking display, they may be outside the box without this adjustment.
|
|
boxScreenRect.Y -= boxScreenRect.Height;
|
|
boxScreenRect.Height *= 2;
|
|
|
|
PerformSelection?.Invoke(boxScreenRect);
|
|
}
|
|
|
|
public override void Hide()
|
|
{
|
|
base.Hide();
|
|
selectionStart = null;
|
|
}
|
|
}
|
|
|
|
protected 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 });
|
|
}
|
|
}
|
|
}
|
|
}
|