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https://github.com/osukey/osukey.git
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184 lines
7.3 KiB
C#
184 lines
7.3 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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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;
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using osu.Framework.Logging;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Edit.Layers;
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using osu.Game.Rulesets.Edit.Layers.Selection;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Edit.Screens.Compose.RadioButtons;
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namespace osu.Game.Rulesets.Edit
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{
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public abstract class HitObjectComposer : CompositeDrawable
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{
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private readonly Ruleset ruleset;
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protected ICompositionTool CurrentTool { get; private set; }
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private RulesetContainer rulesetContainer;
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private readonly List<Container> layerContainers = new List<Container>();
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private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
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private IAdjustableClock adjustableClock;
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protected HitObjectComposer(Ruleset ruleset)
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{
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this.ruleset = ruleset;
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load(OsuGameBase osuGame)
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{
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beatmap.BindTo(osuGame.Beatmap);
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try
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{
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rulesetContainer = CreateRulesetContainer(ruleset, beatmap.Value);
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// TODO: should probably be done at a RulesetContainer level to share logic with Player.
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adjustableClock = (IAdjustableClock)beatmap.Value.Track ?? new StopwatchClock();
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rulesetContainer.Clock = new InterpolatingFramedClock(adjustableClock);
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}
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catch (Exception e)
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{
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Logger.Error(e, "Could not load beatmap sucessfully!");
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return;
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}
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HitObjectOverlayLayer hitObjectOverlayLayer = CreateHitObjectOverlayLayer();
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SelectionLayer selectionLayer = new SelectionLayer(rulesetContainer.Playfield);
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var layerBelowRuleset = new BorderLayer
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{
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RelativeSizeAxes = Axes.Both,
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Child = CreateLayerContainer()
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};
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var layerAboveRuleset = CreateLayerContainer();
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layerAboveRuleset.Children = new Drawable[]
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{
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selectionLayer, // Below object overlays for input
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hitObjectOverlayLayer,
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selectionLayer.CreateProxy() // Proxy above object overlays for selections
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};
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layerContainers.Add(layerBelowRuleset);
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layerContainers.Add(layerAboveRuleset);
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RadioButtonCollection toolboxCollection;
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InternalChild = new GridContainer
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{
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RelativeSizeAxes = Axes.Both,
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Content = new[]
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{
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new Drawable[]
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{
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new FillFlowContainer
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{
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Name = "Sidebar",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Right = 10 },
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Children = new Drawable[]
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{
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new ToolboxGroup { Child = toolboxCollection = new RadioButtonCollection { RelativeSizeAxes = Axes.X } }
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}
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},
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new Container
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{
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Name = "Content",
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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layerBelowRuleset,
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rulesetContainer,
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layerAboveRuleset
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}
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}
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},
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},
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ColumnDimensions = new[]
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{
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new Dimension(GridSizeMode.Absolute, 200),
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}
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};
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selectionLayer.ObjectSelected += hitObjectOverlayLayer.AddOverlay;
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selectionLayer.ObjectDeselected += hitObjectOverlayLayer.RemoveOverlay;
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toolboxCollection.Items =
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new[] { new RadioButton("Select", () => setCompositionTool(null)) }
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.Concat(
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CompositionTools.Select(t => new RadioButton(t.Name, () => setCompositionTool(t)))
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)
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.ToList();
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toolboxCollection.Items[0].Select();
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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layerContainers.ForEach(l =>
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{
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l.Anchor = rulesetContainer.Playfield.Anchor;
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l.Origin = rulesetContainer.Playfield.Origin;
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l.Position = rulesetContainer.Playfield.Position;
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l.Size = rulesetContainer.Playfield.Size;
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});
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}
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protected override bool OnWheel(InputState state)
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{
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var timingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(adjustableClock.CurrentTime);
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const int beat_snap_divisor = 4; // Todo: This should not be a constant
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double seekAmount = timingPoint.BeatLength / beat_snap_divisor;
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int direction = state.Mouse.WheelDelta > 0 ? -1 : 1;
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// The direction is added to prevent rounding issues by enforcing that abs(unsnappedTime - currentTime) > beatLength
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double unsnappedTime = adjustableClock.CurrentTime + seekAmount * direction + direction;
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// Unsnapped time may be between two beats, so we need to snap it to the closest beat
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int closestBeat;
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if (direction > 0)
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closestBeat = (int)Math.Floor(unsnappedTime / seekAmount);
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else
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closestBeat = (int)Math.Ceiling(unsnappedTime / seekAmount);
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double snappedTime = closestBeat * seekAmount;
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adjustableClock.Seek(snappedTime);
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return true;
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}
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private void setCompositionTool(ICompositionTool tool) => CurrentTool = tool;
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protected virtual RulesetContainer CreateRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap) => ruleset.CreateRulesetContainerWith(beatmap, true);
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protected abstract IReadOnlyList<ICompositionTool> CompositionTools { get; }
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/// <summary>
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/// Creates a <see cref="ScalableContainer"/> which provides a layer above or below the <see cref="Playfield"/>.
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/// </summary>
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protected virtual ScalableContainer CreateLayerContainer() => new ScalableContainer { RelativeSizeAxes = Axes.Both };
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/// <summary>
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/// Creates the <see cref="HitObjectOverlayLayer"/> which overlays selected <see cref="DrawableHitObject"/>s.
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/// </summary>
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protected virtual HitObjectOverlayLayer CreateHitObjectOverlayLayer() => new HitObjectOverlayLayer();
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}
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}
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