Tidy up and complete xmldoc for HitObjectComposer

This commit is contained in:
Dean Herbert 2020-05-29 11:46:08 +09:00
parent b2fad91589
commit 597f284805
2 changed files with 74 additions and 20 deletions

View File

@ -48,8 +48,6 @@ public abstract class HitObjectComposer<TObject> : HitObjectComposer, IPlacement
protected ComposeBlueprintContainer BlueprintContainer { get; private set; }
public override Playfield Playfield => drawableRulesetWrapper.Playfield;
private DrawableEditRulesetWrapper<TObject> drawableRulesetWrapper;
protected readonly Container LayerBelowRuleset = new Container { RelativeSizeAxes = Axes.Both };
@ -61,7 +59,6 @@ public abstract class HitObjectComposer<TObject> : HitObjectComposer, IPlacement
protected HitObjectComposer(Ruleset ruleset)
{
Ruleset = ruleset;
RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
@ -137,6 +134,49 @@ private void load()
EditorBeatmap.SelectedHitObjects.CollectionChanged += selectionChanged;
}
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; }
/// <summary>
/// Construct a relevant blueprint container. This will manage hitobject selection/placement input handling and display logic.
/// </summary>
protected abstract ComposeBlueprintContainer CreateBlueprintContainer();
/// <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.Key >= Key.Number1 && e.Key <= Key.Number9)
@ -153,13 +193,6 @@ protected override bool OnKeyDown(KeyDownEvent e)
return base.OnKeyDown(e);
}
protected override void LoadComplete()
{
base.LoadComplete();
inputManager = GetContainingInputManager();
}
private void selectionChanged(object sender, NotifyCollectionChangedEventArgs changedArgs)
{
if (EditorBeatmap.SelectedHitObjects.Any())
@ -179,15 +212,9 @@ private void toolSelected(HitObjectCompositionTool tool)
EditorBeatmap.SelectedHitObjects.Clear();
}
public override IEnumerable<DrawableHitObject> HitObjects => drawableRulesetWrapper.Playfield.AllHitObjects;
#endregion
public override bool CursorInPlacementArea => drawableRulesetWrapper.Playfield.ReceivePositionalInputAt(inputManager.CurrentState.Mouse.Position);
protected abstract IReadOnlyList<HitObjectCompositionTool> CompositionTools { get; }
protected abstract ComposeBlueprintContainer CreateBlueprintContainer();
protected abstract DrawableRuleset<TObject> CreateDrawableRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null);
#region IPlacementHandler
public void BeginPlacement(HitObject hitObject)
{
@ -209,6 +236,17 @@ public void EndPlacement(HitObject hitObject, bool commit)
public void Delete(HitObject hitObject) => EditorBeatmap.Remove(hitObject);
#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>
protected virtual Playfield PlayfieldAtScreenSpacePosition(Vector2 screenSpacePosition) => drawableRulesetWrapper.Playfield;
public override SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition)
@ -257,8 +295,14 @@ public override float GetSnappedDistanceFromDistance(double referenceTime, float
return DurationToDistance(referenceTime, snappedEndTime - referenceTime);
}
#endregion
}
/// <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>
[Cached(typeof(HitObjectComposer))]
[Cached(typeof(IPositionSnapProvider))]
public abstract class HitObjectComposer : CompositeDrawable, IPositionSnapProvider
@ -268,10 +312,13 @@ protected HitObjectComposer()
RelativeSizeAxes = Axes.Both;
}
/// <summary>
/// The target ruleset's playfield.
/// </summary>
public abstract Playfield Playfield { get; }
/// <summary>
/// All the <see cref="DrawableHitObject"/>s.
/// All <see cref="DrawableHitObject"/>s in currently loaded beatmap.
/// </summary>
public abstract IEnumerable<DrawableHitObject> HitObjects { get; }
@ -280,6 +327,8 @@ protected HitObjectComposer()
/// </summary>
public abstract bool CursorInPlacementArea { get; }
#region IPositionSnapProvider
public abstract SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition);
public abstract float GetBeatSnapDistanceAt(double referenceTime);
@ -291,5 +340,7 @@ protected HitObjectComposer()
public abstract double GetSnappedDurationFromDistance(double referenceTime, float distance);
public abstract float GetSnappedDistanceFromDistance(double referenceTime, float distance);
#endregion
}
}

View File

@ -1,4 +1,4 @@
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@ -905,14 +905,17 @@ private void load()
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