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Add ternary toggle buttons to editor toolbox selection
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@ -7,12 +7,16 @@ 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.Graphics.Sprites;
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using osu.Framework.Input;
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using osu.Game.Graphics;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Screens.Edit.Components.TernaryButtons;
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using osuTK;
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namespace osu.Game.Screens.Edit.Compose.Components
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@ -57,35 +61,26 @@ namespace osu.Game.Screens.Edit.Compose.Components
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inputManager = GetContainingInputManager();
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Beatmap.SelectedHitObjects.CollectionChanged += (_, __) => updateTogglesFromSelection();
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// the updated object may be in the selection
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Beatmap.HitObjectUpdated += _ => updateTogglesFromSelection();
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// updates to selected are handled for us by SelectionHandler.
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NewCombo.BindTo(SelectionHandler.SelectionNewComboState);
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// we are responsible for current placement blueprint updated based on state changes.
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NewCombo.ValueChanged += combo =>
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{
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if (Beatmap.SelectedHitObjects.Count > 0)
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if (currentPlacement != null)
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{
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SelectionHandler.SetNewCombo(combo.NewValue);
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}
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else if (currentPlacement != null)
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{
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// update placement object from toggle
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if (currentPlacement.HitObject is IHasComboInformation c)
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c.NewCombo = combo.NewValue;
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c.NewCombo = combo.NewValue == TernaryState.True;
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}
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};
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}
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private void updateTogglesFromSelection() =>
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NewCombo.Value = Beatmap.SelectedHitObjects.OfType<IHasComboInformation>().All(c => c.NewCombo);
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public readonly Bindable<TernaryState> NewCombo = new Bindable<TernaryState> { Description = "New Combo" };
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public readonly Bindable<bool> NewCombo = new Bindable<bool> { Description = "New Combo" };
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public virtual IEnumerable<Bindable<bool>> Toggles => new[]
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public virtual IEnumerable<TernaryButton> Toggles => new[]
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{
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//TODO: this should only be enabled (visible?) for rulesets that provide combo-supporting HitObjects.
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NewCombo
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new TernaryButton(NewCombo, "New combo", () => new SpriteIcon { Icon = FontAwesome.Regular.DotCircle })
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};
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#region Placement
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@ -316,9 +316,15 @@ namespace osu.Game.Screens.Edit.Compose.Components
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#region Selection State
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private readonly Bindable<TernaryState> selectionNewComboState = new Bindable<TernaryState>();
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/// <summary>
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/// The state of "new combo" for all selected hitobjects.
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/// </summary>
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public readonly Bindable<TernaryState> SelectionNewComboState = new Bindable<TernaryState>();
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private readonly Dictionary<string, Bindable<TernaryState>> selectionSampleStates = new Dictionary<string, Bindable<TernaryState>>();
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/// <summary>
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/// The state of each sample type for all selected hitobjects. Keys match with <see cref="HitSampleInfo"/> constant specifications.
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/// </summary>
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public readonly Dictionary<string, Bindable<TernaryState>> SelectionSampleStates = new Dictionary<string, Bindable<TernaryState>>();
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/// <summary>
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/// Set up ternary state bindables and bind them to selection/hitobject changes (in both directions)
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@ -349,11 +355,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
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}
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};
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selectionSampleStates[sampleName] = bindable;
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SelectionSampleStates[sampleName] = bindable;
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}
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// new combo
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selectionNewComboState.ValueChanged += state =>
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SelectionNewComboState.ValueChanged += state =>
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{
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switch (state.NewValue)
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{
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@ -377,9 +383,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// </summary>
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protected virtual void UpdateTernaryStates()
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{
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selectionNewComboState.Value = GetStateFromSelection(SelectedHitObjects.OfType<IHasComboInformation>(), h => h.NewCombo);
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SelectionNewComboState.Value = GetStateFromSelection(SelectedHitObjects.OfType<IHasComboInformation>(), h => h.NewCombo);
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foreach (var (sampleName, bindable) in selectionSampleStates)
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foreach (var (sampleName, bindable) in SelectionSampleStates)
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{
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bindable.Value = GetStateFromSelection(SelectedHitObjects, h => h.Samples.Any(s => s.Name == sampleName));
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}
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@ -413,7 +419,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (selectedBlueprints.All(b => b.HitObject is IHasComboInformation))
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{
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items.Add(new TernaryStateMenuItem("New combo") { State = { BindTarget = selectionNewComboState } });
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items.Add(new TernaryStateMenuItem("New combo") { State = { BindTarget = SelectionNewComboState } });
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}
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if (selectedBlueprints.Count == 1)
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@ -423,7 +429,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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new OsuMenuItem("Sound")
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{
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Items = selectionSampleStates.Select(kvp =>
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Items = SelectionSampleStates.Select(kvp =>
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new TernaryStateMenuItem(kvp.Value.Description) { State = { BindTarget = kvp.Value } }).ToArray()
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},
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new OsuMenuItem("Delete", MenuItemType.Destructive, deleteSelected),
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