// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using osu.Framework.Graphics; using osu.Game.Beatmaps; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Edit.Tools; using osu.Game.Rulesets.Mania.Edit.Layers.Selection.Overlays; using osu.Game.Rulesets.Mania.Objects; using osu.Game.Rulesets.Mania.Objects.Drawables; 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 System.Collections.Generic; namespace osu.Game.Rulesets.Mania.Edit { public class ManiaHitObjectComposer : HitObjectComposer { public BindableBeatDivisor BeatDivisor; public ManiaHitObjectComposer(Ruleset ruleset, BindableBeatDivisor beatDivisor) : base(ruleset) { BeatDivisor = beatDivisor; } protected override RulesetContainer CreateRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap) => new ManiaEditRulesetContainer(ruleset, beatmap, BeatDivisor); protected override IReadOnlyList CompositionTools => new ICompositionTool[] { new HitObjectCompositionTool("Note"), new HitObjectCompositionTool("Hold"), }; // TODO: According to another proposal, extend this to support multiple layers for mania maps // The logic could be moving all the layers that the beatmap has simultaneously // To avoid using too many resources, this could be changed to simply changing the Alpha to something // between 0.25f to 0.5f for notes that are in other layers (and may be also not selected) // Will also need a tool to navigate through layers // Please ignore the comment above, I just wanted to write my thoughts down so that I do not forget in 2 months when I get around to it public override HitObjectMask CreateMaskFor(DrawableHitObject hitObject) { switch (hitObject) { case DrawableNote note: return new NoteMask(note); case DrawableHoldNote holdNote: return new HoldNoteMask(holdNote); } return base.CreateMaskFor(hitObject); } protected override HitObjectMaskLayer CreateHitObjectMaskLayer() => new ManiaHitObjectMaskLayer((ManiaEditPlayfield)RulesetContainer.Playfield, this); } }