Add hitobject overlays to selected hitobjects

This commit is contained in:
smoogipoo
2018-02-20 18:01:45 +09:00
parent 2a5bfdb4b8
commit ad2f556133
12 changed files with 315 additions and 26 deletions

View File

@ -27,7 +27,7 @@ namespace osu.Game.Rulesets.Edit
protected ICompositionTool CurrentTool { get; private set; }
private RulesetContainer rulesetContainer;
private readonly Container[] layerContainers = new Container[2];
private readonly ScalableContainer[] layerContainers = new ScalableContainer[2];
protected HitObjectComposer(Ruleset ruleset)
{
@ -49,20 +49,6 @@ namespace osu.Game.Rulesets.Edit
return;
}
layerContainers[0] = CreateLayerContainer();
layerContainers[0].Child = new Container
{
Name = "Border",
RelativeSizeAxes = Axes.Both,
Masking = true,
BorderColour = Color4.White,
BorderThickness = 2,
Child = new Box { RelativeSizeAxes = Axes.Both, Alpha = 0, AlwaysPresent = true }
};
layerContainers[1] = CreateLayerContainer();
layerContainers[1].Child = new SelectionLayer(rulesetContainer.Playfield);
RadioButtonCollection toolboxCollection;
InternalChild = new GridContainer
{
@ -87,9 +73,9 @@ namespace osu.Game.Rulesets.Edit
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
layerContainers[0],
createBottomLayer(),
rulesetContainer,
layerContainers[1]
createTopLayer()
}
}
},
@ -112,6 +98,40 @@ namespace osu.Game.Rulesets.Edit
toolboxCollection.Items[0].Select();
}
private ScalableContainer createBottomLayer()
{
layerContainers[0] = CreateLayerContainer();
layerContainers[0].Child = new Container
{
Name = "Border",
RelativeSizeAxes = Axes.Both,
Masking = true,
BorderColour = Color4.White,
BorderThickness = 2,
Child = new Box { RelativeSizeAxes = Axes.Both, Alpha = 0, AlwaysPresent = true }
};
return layerContainers[0];
}
private ScalableContainer createTopLayer()
{
var overlayLayer = CreateHitObjectOverlayLayer();
var selectionLayer = new SelectionLayer(rulesetContainer.Playfield);
selectionLayer.ObjectSelected += overlayLayer.AddOverlay;
selectionLayer.ObjectDeselected += overlayLayer.RemoveOverlay;
layerContainers[1] = CreateLayerContainer();
layerContainers[1].Children = new Drawable[]
{
overlayLayer,
selectionLayer,
};
return layerContainers[1];
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
@ -135,5 +155,10 @@ namespace osu.Game.Rulesets.Edit
/// Creates a <see cref="ScalableContainer"/> which provides a layer above or below the <see cref="Playfield"/>.
/// </summary>
protected virtual ScalableContainer CreateLayerContainer() => new ScalableContainer();
/// <summary>
/// Creates the <see cref="HitObjectOverlayLayer"/> which overlays selected <see cref="DrawableHitObject"/>s.
/// </summary>
protected virtual HitObjectOverlayLayer CreateHitObjectOverlayLayer() => new HitObjectOverlayLayer();
}
}

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@ -0,0 +1,20 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Objects.Drawables;
namespace osu.Game.Rulesets.Edit.Layers.Selection
{
public class HitObjectOverlay : CompositeDrawable
{
// ReSharper disable once NotAccessedField.Local
// This will be used later to handle drag movement, etc
private readonly DrawableHitObject hitObject;
public HitObjectOverlay(DrawableHitObject hitObject)
{
this.hitObject = hitObject;
}
}
}

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@ -0,0 +1,53 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Objects.Drawables;
namespace osu.Game.Rulesets.Edit.Layers.Selection
{
public class HitObjectOverlayLayer : CompositeDrawable
{
private readonly Dictionary<DrawableHitObject, HitObjectOverlay> existingOverlays = new Dictionary<DrawableHitObject, HitObjectOverlay>();
public HitObjectOverlayLayer()
{
RelativeSizeAxes = Axes.Both;
}
/// <summary>
/// Adds an overlay for a <see cref="DrawableHitObject"/> which adds movement support.
/// </summary>
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to create an overlay for.</param>
public void AddOverlay(DrawableHitObject hitObject)
{
var overlay = CreateOverlayFor(hitObject);
if (overlay == null)
return;
existingOverlays[hitObject] = overlay;
AddInternal(overlay);
}
/// <summary>
/// Removes the overlay for a <see cref="DrawableHitObject"/>.
/// </summary>
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to remove the overlay for.</param>
public void RemoveOverlay(DrawableHitObject hitObject)
{
if (!existingOverlays.TryGetValue(hitObject, out var existing))
return;
existing.Hide();
existing.Expire();
}
/// <summary>
/// Creates a <see cref="HitObjectOverlay"/> for a specific <see cref="DrawableHitObject"/>.
/// </summary>
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to create the overlay for.</param>
protected virtual HitObjectOverlay CreateOverlayFor(DrawableHitObject hitObject) => null;
}
}

View File

@ -347,6 +347,8 @@
<Compile Include="Rulesets\Configuration\IRulesetConfigManager.cs" />
<Compile Include="Rulesets\Configuration\RulesetConfigManager.cs" />
<Compile Include="Rulesets\Edit\Layers\Selection\CaptureBox.cs" />
<Compile Include="Rulesets\Edit\Layers\Selection\HitObjectOverlay.cs" />
<Compile Include="Rulesets\Edit\Layers\Selection\HitObjectOverlayLayer.cs" />
<Compile Include="Rulesets\Mods\IApplicableFailOverride.cs" />
<Compile Include="Rulesets\Mods\IApplicableMod.cs" />
<Compile Include="Rulesets\Mods\IApplicableToBeatmapConverter.cs" />