osu/osu.Game/Rulesets/Edit/HitObjectComposer.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System;
using System.Collections.Generic;
using System.Collections.Specialized;
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using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
using osu.Framework.Input.Events;
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using osu.Framework.Logging;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Configuration;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Screens;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Components.RadioButtons;
using osu.Game.Screens.Edit.Components.TernaryButtons;
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using osu.Game.Screens.Edit.Compose;
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using osu.Game.Screens.Edit.Compose.Components;
using osuTK;
using osuTK.Input;
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namespace osu.Game.Rulesets.Edit
{
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/// <summary>
/// Top level container for editor compose mode.
/// Responsible for providing snapping and generally gluing components together.
/// </summary>
/// <typeparam name="TObject">The base type of supported objects.</typeparam>
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[Cached(Type = typeof(IPlacementHandler))]
public abstract class HitObjectComposer<TObject> : HitObjectComposer, IPlacementHandler
where TObject : HitObject
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{
protected IRulesetConfigManager Config { get; private set; }
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protected readonly Ruleset Ruleset;
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[Resolved]
protected EditorClock EditorClock { get; private set; }
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[Resolved]
protected EditorBeatmap EditorBeatmap { get; private set; }
[Resolved]
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protected IBeatSnapProvider BeatSnapProvider { get; private set; }
protected ComposeBlueprintContainer BlueprintContainer { get; private set; }
private DrawableEditRulesetWrapper<TObject> drawableRulesetWrapper;
protected readonly Container LayerBelowRuleset = new Container { RelativeSizeAxes = Axes.Both };
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private InputManager inputManager;
private RadioButtonCollection toolboxCollection;
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private FillFlowContainer togglesCollection;
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protected HitObjectComposer(Ruleset ruleset)
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{
Ruleset = ruleset;
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}
[BackgroundDependencyLoader]
private void load()
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{
Config = Dependencies.Get<RulesetConfigCache>().GetConfigFor(Ruleset);
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try
{
drawableRulesetWrapper = new DrawableEditRulesetWrapper<TObject>(CreateDrawableRuleset(Ruleset, EditorBeatmap.PlayableBeatmap, new[] { Ruleset.GetAutoplayMod() }))
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{
Clock = EditorClock,
ProcessCustomClock = false
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};
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}
catch (Exception e)
{
Logger.Error(e, "Could not load beatmap successfully!");
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return;
}
const float toolbar_width = 200;
InternalChildren = new Drawable[]
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{
new Container
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{
Name = "Content",
Padding = new MarginPadding { Left = toolbar_width },
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
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{
// layers below playfield
drawableRulesetWrapper.CreatePlayfieldAdjustmentContainer().WithChildren(new Drawable[]
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{
LayerBelowRuleset,
new EditorPlayfieldBorder { RelativeSizeAxes = Axes.Both }
}),
drawableRulesetWrapper,
// layers above playfield
drawableRulesetWrapper.CreatePlayfieldAdjustmentContainer()
.WithChild(BlueprintContainer = CreateBlueprintContainer(HitObjects))
}
},
new FillFlowContainer
{
Name = "Sidebar",
RelativeSizeAxes = Axes.Y,
Width = toolbar_width,
Padding = new MarginPadding { Right = 10 },
Spacing = new Vector2(10),
Children = new Drawable[]
{
new ToolboxGroup("toolbox (1-9)")
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{
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Child = toolboxCollection = new RadioButtonCollection { RelativeSizeAxes = Axes.X }
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},
new ToolboxGroup("toggles (Q~P)")
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{
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Child = togglesCollection = new FillFlowContainer
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{
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RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Spacing = new Vector2(0, 5),
},
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}
}
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},
};
toolboxCollection.Items = CompositionTools
.Prepend(new SelectTool())
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.Select(t => new RadioButton(t.Name, () => toolSelected(t), t.CreateIcon))
.ToList();
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TernaryStates = CreateTernaryButtons().ToArray();
togglesCollection.AddRange(TernaryStates.Select(b => new DrawableTernaryButton(b)));
setSelectTool();
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EditorBeatmap.SelectedHitObjects.CollectionChanged += selectionChanged;
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}
protected override void LoadComplete()
{
base.LoadComplete();
inputManager = GetContainingInputManager();
}
public override Playfield Playfield => drawableRulesetWrapper.Playfield;
public override IEnumerable<DrawableHitObject> HitObjects => drawableRulesetWrapper.Playfield.AllHitObjects;
public override bool CursorInPlacementArea => drawableRulesetWrapper.Playfield.ReceivePositionalInputAt(inputManager.CurrentState.Mouse.Position);
/// <summary>
/// Defines all available composition tools, listed on the left side of the editor screen as button controls.
/// This should usually define one tool for each <see cref="HitObject"/> type used in the target ruleset.
/// </summary>
/// <remarks>
/// A "select" tool is automatically added as the first tool.
/// </remarks>
protected abstract IReadOnlyList<HitObjectCompositionTool> CompositionTools { get; }
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/// <summary>
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/// A collection of states which will be displayed to the user in the toolbox.
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/// </summary>
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public TernaryButton[] TernaryStates { get; private set; }
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/// <summary>
/// Create all ternary states required to be displayed to the user.
/// </summary>
protected virtual IEnumerable<TernaryButton> CreateTernaryButtons() => BlueprintContainer.TernaryStates;
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/// <summary>
/// Construct a relevant blueprint container. This will manage hitobject selection/placement input handling and display logic.
/// </summary>
/// <param name="hitObjects">A live collection of all <see cref="DrawableHitObject"/>s in the editor beatmap.</param>
protected virtual ComposeBlueprintContainer CreateBlueprintContainer(IEnumerable<DrawableHitObject> hitObjects)
=> new ComposeBlueprintContainer(hitObjects);
/// <summary>
/// Construct a drawable ruleset for the provided ruleset.
/// </summary>
/// <remarks>
/// Can be overridden to add editor-specific logical changes to a <see cref="Ruleset"/>'s standard <see cref="DrawableRuleset{TObject}"/>.
/// For example, hit animations or judgement logic may be changed to give a better editor user experience.
/// </remarks>
/// <param name="ruleset">The ruleset used to construct its drawable counterpart.</param>
/// <param name="beatmap">The loaded beatmap.</param>
/// <param name="mods">The mods to be applied.</param>
/// <returns>An editor-relevant <see cref="DrawableRuleset{TObject}"/>.</returns>
protected virtual DrawableRuleset<TObject> CreateDrawableRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
=> (DrawableRuleset<TObject>)ruleset.CreateDrawableRulesetWith(beatmap, mods);
#region Tool selection logic
protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.ControlPressed || e.AltPressed || e.SuperPressed)
return false;
if (checkLeftToggleFromKey(e.Key, out var leftIndex))
{
var item = toolboxCollection.Items.ElementAtOrDefault(leftIndex);
if (item != null)
{
item.Select();
return true;
}
}
if (checkRightToggleFromKey(e.Key, out var rightIndex))
{
var item = togglesCollection.ElementAtOrDefault(rightIndex);
if (item is DrawableTernaryButton button)
{
button.Button.Toggle();
return true;
}
}
return base.OnKeyDown(e);
}
private bool checkLeftToggleFromKey(Key key, out int index)
{
if (key < Key.Number1 || key > Key.Number9)
{
index = -1;
return false;
}
index = key - Key.Number1;
return true;
}
private bool checkRightToggleFromKey(Key key, out int index)
{
switch (key)
{
case Key.Q:
index = 0;
break;
case Key.W:
index = 1;
break;
case Key.E:
index = 2;
break;
case Key.R:
index = 3;
break;
case Key.T:
index = 4;
break;
case Key.Y:
index = 5;
break;
case Key.U:
index = 6;
break;
case Key.I:
index = 7;
break;
case Key.O:
index = 8;
break;
case Key.P:
index = 9;
break;
default:
index = -1;
break;
}
return index >= 0;
}
private void selectionChanged(object sender, NotifyCollectionChangedEventArgs changedArgs)
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{
if (EditorBeatmap.SelectedHitObjects.Any())
{
// ensure in selection mode if a selection is made.
setSelectTool();
}
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}
private void setSelectTool() => toolboxCollection.Items.First().Select();
private void toolSelected(HitObjectCompositionTool tool)
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{
BlueprintContainer.CurrentTool = tool;
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if (!(tool is SelectTool))
EditorBeatmap.SelectedHitObjects.Clear();
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}
#endregion
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#region IPlacementHandler
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public void BeginPlacement(HitObject hitObject)
{
EditorBeatmap.PlacementObject.Value = hitObject;
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}
public void EndPlacement(HitObject hitObject, bool commit)
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{
EditorBeatmap.PlacementObject.Value = null;
if (commit)
{
EditorBeatmap.Add(hitObject);
if (EditorClock.CurrentTime < hitObject.StartTime)
EditorClock.SeekTo(hitObject.StartTime);
}
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}
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public void Delete(HitObject hitObject) => EditorBeatmap.Remove(hitObject);
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#endregion
#region IPositionSnapProvider
/// <summary>
/// Retrieve the relevant <see cref="Playfield"/> at a specified screen-space position.
/// In cases where a ruleset doesn't require custom logic (due to nested playfields, for example)
/// this will return the ruleset's main playfield.
/// </summary>
/// <param name="screenSpacePosition">The screen-space position to query.</param>
/// <returns>The most relevant <see cref="Playfield"/>.</returns>
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protected virtual Playfield PlayfieldAtScreenSpacePosition(Vector2 screenSpacePosition) => drawableRulesetWrapper.Playfield;
public override SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition)
{
var playfield = PlayfieldAtScreenSpacePosition(screenSpacePosition);
double? targetTime = null;
if (playfield is ScrollingPlayfield scrollingPlayfield)
{
targetTime = scrollingPlayfield.TimeAtScreenSpacePosition(screenSpacePosition);
// apply beat snapping
targetTime = BeatSnapProvider.SnapTime(targetTime.Value);
// convert back to screen space
screenSpacePosition = scrollingPlayfield.ScreenSpacePositionAtTime(targetTime.Value);
}
return new SnapResult(screenSpacePosition, targetTime, playfield);
}
public override float GetBeatSnapDistanceAt(double referenceTime)
{
DifficultyControlPoint difficultyPoint = EditorBeatmap.ControlPointInfo.DifficultyPointAt(referenceTime);
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return (float)(100 * EditorBeatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier / BeatSnapProvider.BeatDivisor);
}
public override float DurationToDistance(double referenceTime, double duration)
{
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double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceTime);
return (float)(duration / beatLength * GetBeatSnapDistanceAt(referenceTime));
}
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public override double DistanceToDuration(double referenceTime, float distance)
{
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double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceTime);
return distance / GetBeatSnapDistanceAt(referenceTime) * beatLength;
}
public override double GetSnappedDurationFromDistance(double referenceTime, float distance)
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=> BeatSnapProvider.SnapTime(referenceTime + DistanceToDuration(referenceTime, distance), referenceTime) - referenceTime;
public override float GetSnappedDistanceFromDistance(double referenceTime, float distance)
{
double actualDuration = referenceTime + DistanceToDuration(referenceTime, distance);
double snappedEndTime = BeatSnapProvider.SnapTime(actualDuration, referenceTime);
double beatLength = BeatSnapProvider.GetBeatLengthAtTime(referenceTime);
// we don't want to exceed the actual duration and snap to a point in the future.
// as we are snapping to beat length via SnapTime (which will round-to-nearest), check for snapping in the forward direction and reverse it.
if (snappedEndTime > actualDuration + 1)
snappedEndTime -= beatLength;
return DurationToDistance(referenceTime, snappedEndTime - referenceTime);
}
#endregion
}
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/// <summary>
/// A non-generic definition of a HitObject composer class.
/// Generally used to access certain methods without requiring a generic type for <see cref="HitObjectComposer{T}" />.
/// </summary>
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[Cached(typeof(HitObjectComposer))]
[Cached(typeof(IPositionSnapProvider))]
public abstract class HitObjectComposer : CompositeDrawable, IPositionSnapProvider
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{
protected HitObjectComposer()
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{
RelativeSizeAxes = Axes.Both;
}
/// <summary>
/// The target ruleset's playfield.
/// </summary>
public abstract Playfield Playfield { get; }
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/// <summary>
/// All <see cref="DrawableHitObject"/>s in currently loaded beatmap.
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/// </summary>
public abstract IEnumerable<DrawableHitObject> HitObjects { get; }
/// <summary>
/// Whether the user's cursor is currently in an area of the <see cref="HitObjectComposer"/> that is valid for placement.
/// </summary>
public abstract bool CursorInPlacementArea { get; }
#region IPositionSnapProvider
public abstract SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition);
public abstract float GetBeatSnapDistanceAt(double referenceTime);
public abstract float DurationToDistance(double referenceTime, double duration);
public abstract double DistanceToDuration(double referenceTime, float distance);
public abstract double GetSnappedDurationFromDistance(double referenceTime, float distance);
public abstract float GetSnappedDistanceFromDistance(double referenceTime, float distance);
#endregion
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}
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}