// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Collections.Generic; using System.Linq; using JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Configuration; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Logging; using osu.Framework.Timing; using osu.Game.Beatmaps; using osu.Game.Rulesets.Edit.Tools; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.UI; using osu.Game.Screens.Edit.Screens.Compose; using osu.Game.Screens.Edit.Screens.Compose.Layers; using osu.Game.Screens.Edit.Screens.Compose.RadioButtons; namespace osu.Game.Rulesets.Edit { public abstract class HitObjectComposer : CompositeDrawable { private readonly Ruleset ruleset; protected ICompositionTool CurrentTool { get; private set; } private RulesetContainer rulesetContainer; private readonly List layerContainers = new List(); private readonly Bindable beatmap = new Bindable(); private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor(); protected HitObjectComposer(Ruleset ruleset) { this.ruleset = ruleset; RelativeSizeAxes = Axes.Both; } [BackgroundDependencyLoader(true)] private void load([NotNull] OsuGameBase osuGame, [NotNull] IFrameBasedClock framedClock, [CanBeNull] BindableBeatDivisor beatDivisor) { if (beatDivisor != null) this.beatDivisor.BindTo(beatDivisor); beatmap.BindTo(osuGame.Beatmap); try { rulesetContainer = CreateRulesetContainer(ruleset, beatmap.Value); rulesetContainer.Clock = framedClock; } catch (Exception e) { Logger.Error(e, "Could not load beatmap sucessfully!"); return; } HitObjectMaskLayer hitObjectMaskLayer = new HitObjectMaskLayer(this); SelectionLayer selectionLayer = new SelectionLayer(rulesetContainer.Playfield); var layerBelowRuleset = new BorderLayer { RelativeSizeAxes = Axes.Both, Child = CreateLayerContainer() }; var layerAboveRuleset = CreateLayerContainer(); layerAboveRuleset.Children = new Drawable[] { selectionLayer, // Below object overlays for input hitObjectMaskLayer, selectionLayer.CreateProxy() // Proxy above object overlays for selections }; layerContainers.Add(layerBelowRuleset); layerContainers.Add(layerAboveRuleset); RadioButtonCollection toolboxCollection; InternalChild = new GridContainer { RelativeSizeAxes = Axes.Both, Content = new[] { new Drawable[] { new FillFlowContainer { Name = "Sidebar", RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Right = 10 }, Children = new Drawable[] { new ToolboxGroup { Child = toolboxCollection = new RadioButtonCollection { RelativeSizeAxes = Axes.X } } } }, new Container { Name = "Content", RelativeSizeAxes = Axes.Both, Children = new Drawable[] { layerBelowRuleset, rulesetContainer, layerAboveRuleset } } }, }, ColumnDimensions = new[] { new Dimension(GridSizeMode.Absolute, 200), } }; selectionLayer.ObjectSelected += hitObjectMaskLayer.AddOverlay; selectionLayer.ObjectDeselected += hitObjectMaskLayer.RemoveOverlay; selectionLayer.SelectionCleared += hitObjectMaskLayer.RemoveSelectionOverlay; selectionLayer.SelectionFinished += hitObjectMaskLayer.AddSelectionOverlay; toolboxCollection.Items = CompositionTools.Select(t => new RadioButton(t.Name, () => setCompositionTool(t))) .Prepend(new RadioButton("Select", () => setCompositionTool(null))) .ToList(); toolboxCollection.Items[0].Select(); } protected override void UpdateAfterChildren() { base.UpdateAfterChildren(); layerContainers.ForEach(l => { l.Anchor = rulesetContainer.Playfield.Anchor; l.Origin = rulesetContainer.Playfield.Origin; l.Position = rulesetContainer.Playfield.Position; l.Size = rulesetContainer.Playfield.Size; }); } private void setCompositionTool(ICompositionTool tool) => CurrentTool = tool; protected virtual RulesetContainer CreateRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap) => ruleset.CreateRulesetContainerWith(beatmap, true); protected abstract IReadOnlyList CompositionTools { get; } /// /// Creates a for a specific . /// /// The to create the overlay for. public virtual HitObjectMask CreateMaskFor(DrawableHitObject hitObject) => null; /// /// Creates a which outlines s /// and handles all hitobject movement/pattern adjustments. /// /// The overlays. public virtual SelectionBox CreateSelectionOverlay(IReadOnlyList overlays) => new SelectionBox(overlays); /// /// Creates a which provides a layer above or below the . /// protected virtual ScalableContainer CreateLayerContainer() => new ScalableContainer { RelativeSizeAxes = Axes.Both }; } }