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172 lines
5.8 KiB
C#
172 lines
5.8 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.Collections.Generic;
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using System.Collections.Specialized;
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using System.Linq;
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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.Events;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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public class EditorBlueprintContainer : BlueprintContainer<HitObject>
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{
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[Resolved]
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protected EditorClock EditorClock { get; private set; }
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[Resolved]
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protected EditorBeatmap Beatmap { get; private set; }
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protected readonly HitObjectComposer Composer;
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private readonly BindableList<HitObject> selectedHitObjects = new BindableList<HitObject>();
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protected EditorBlueprintContainer(HitObjectComposer composer)
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{
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Composer = composer;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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// For non-pooled rulesets, hitobjects are already present in the playfield which allows the blueprints to be loaded in the async context.
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if (Composer != null)
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{
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foreach (var obj in Composer.HitObjects)
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AddBlueprintFor(obj.HitObject);
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}
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selectedHitObjects.BindTo(Beatmap.SelectedHitObjects);
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selectedHitObjects.CollectionChanged += (selectedObjects, args) =>
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{
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switch (args.Action)
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{
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case NotifyCollectionChangedAction.Add:
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foreach (var o in args.NewItems)
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SelectionBlueprints.FirstOrDefault(b => b.Item == o)?.Select();
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break;
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case NotifyCollectionChangedAction.Remove:
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foreach (var o in args.OldItems)
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SelectionBlueprints.FirstOrDefault(b => b.Item == o)?.Deselect();
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break;
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}
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};
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Beatmap.HitObjectAdded += AddBlueprintFor;
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Beatmap.HitObjectRemoved += RemoveBlueprintFor;
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if (Composer != null)
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{
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// For pooled rulesets, blueprints must be added for hitobjects already "current" as they would've not been "current" during the async load addition process above.
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foreach (var obj in Composer.HitObjects)
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AddBlueprintFor(obj.HitObject);
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Composer.Playfield.HitObjectUsageBegan += AddBlueprintFor;
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Composer.Playfield.HitObjectUsageFinished += RemoveBlueprintFor;
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}
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}
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protected override IEnumerable<SelectionBlueprint<HitObject>> SortForMovement(IReadOnlyList<SelectionBlueprint<HitObject>> blueprints)
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=> blueprints.OrderBy(b => b.Item.StartTime);
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protected override bool AllowDeselectionDuringDrag => !EditorClock.IsRunning;
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protected override bool ApplySnapResult(SelectionBlueprint<HitObject>[] blueprints, SnapResult result)
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{
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if (!base.ApplySnapResult(blueprints, result))
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return false;
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if (result.Time.HasValue)
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{
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// Apply the start time at the newly snapped-to position
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double offset = result.Time.Value - blueprints.First().Item.StartTime;
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if (offset != 0)
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Beatmap.PerformOnSelection(obj => obj.StartTime += offset);
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}
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return true;
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}
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protected override void AddBlueprintFor(HitObject item)
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{
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if (item is IBarLine)
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return;
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base.AddBlueprintFor(item);
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}
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protected override void DragOperationCompleted()
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{
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base.DragOperationCompleted();
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// handle positional change etc.
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foreach (var blueprint in SelectionBlueprints)
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Beatmap.Update(blueprint.Item);
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}
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protected override bool OnDoubleClick(DoubleClickEvent e)
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{
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if (!base.OnDoubleClick(e))
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return false;
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EditorClock?.SeekSmoothlyTo(ClickedBlueprint.Item.StartTime);
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return true;
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}
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protected override Container<SelectionBlueprint<HitObject>> CreateSelectionBlueprintContainer() => new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both };
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protected override SelectionHandler<HitObject> CreateSelectionHandler() => new EditorSelectionHandler();
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protected override void SelectAll()
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{
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Composer.Playfield.KeepAllAlive();
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base.SelectAll();
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}
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protected override void OnBlueprintSelected(SelectionBlueprint<HitObject> blueprint)
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{
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base.OnBlueprintSelected(blueprint);
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Composer.Playfield.SetKeepAlive(blueprint.Item, true);
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}
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protected override void OnBlueprintDeselected(SelectionBlueprint<HitObject> blueprint)
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{
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base.OnBlueprintDeselected(blueprint);
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Composer.Playfield.SetKeepAlive(blueprint.Item, false);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (Beatmap != null)
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{
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Beatmap.HitObjectAdded -= AddBlueprintFor;
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Beatmap.HitObjectRemoved -= RemoveBlueprintFor;
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}
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if (Composer != null)
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{
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Composer.Playfield.HitObjectUsageBegan -= AddBlueprintFor;
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Composer.Playfield.HitObjectUsageFinished -= RemoveBlueprintFor;
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}
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}
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}
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}
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