mirror of https://github.com/ppy/osu
Show object inspector values during placement
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@ -11,14 +11,14 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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public partial class OsuHitObjectInspector : HitObjectInspector
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{
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protected override void AddInspectorValues()
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protected override void AddInspectorValues(HitObject[] objects)
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{
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base.AddInspectorValues();
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base.AddInspectorValues(objects);
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if (EditorBeatmap.SelectedHitObjects.Count > 0)
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if (objects.Length > 0)
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{
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var firstInSelection = (OsuHitObject)EditorBeatmap.SelectedHitObjects.MinBy(ho => ho.StartTime)!;
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var lastInSelection = (OsuHitObject)EditorBeatmap.SelectedHitObjects.MaxBy(ho => ho.GetEndTime())!;
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var firstInSelection = (OsuHitObject)objects.MinBy(ho => ho.StartTime)!;
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var lastInSelection = (OsuHitObject)objects.MaxBy(ho => ho.GetEndTime())!;
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Debug.Assert(firstInSelection != null && lastInSelection != null);
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Threading;
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@ -16,6 +17,7 @@ protected override void LoadComplete()
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base.LoadComplete();
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EditorBeatmap.SelectedHitObjects.CollectionChanged += (_, _) => updateInspectorText();
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EditorBeatmap.PlacementObject.BindValueChanged(_ => updateInspectorText());
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EditorBeatmap.TransactionBegan += updateInspectorText;
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EditorBeatmap.TransactionEnded += updateInspectorText;
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updateInspectorText();
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@ -29,24 +31,33 @@ private void updateInspectorText()
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rollingTextUpdate?.Cancel();
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rollingTextUpdate = null;
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AddInspectorValues();
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HitObject[] objects;
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if (EditorBeatmap.SelectedHitObjects.Count > 0)
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objects = EditorBeatmap.SelectedHitObjects.ToArray();
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else if (EditorBeatmap.PlacementObject.Value != null)
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objects = new[] { EditorBeatmap.PlacementObject.Value };
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else
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objects = Array.Empty<HitObject>();
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AddInspectorValues(objects);
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// I'd hope there's a better way to do this, but I don't want to bind to each and every property above to watch for changes.
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// This is a good middle-ground for the time being.
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if (EditorBeatmap.SelectedHitObjects.Count > 0)
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if (objects.Length > 0)
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rollingTextUpdate ??= Scheduler.AddDelayed(updateInspectorText, 250);
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}
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protected virtual void AddInspectorValues()
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protected virtual void AddInspectorValues(HitObject[] objects)
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{
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switch (EditorBeatmap.SelectedHitObjects.Count)
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switch (objects.Length)
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{
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case 0:
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AddValue("No selection");
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break;
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case 1:
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var selected = EditorBeatmap.SelectedHitObjects.Single();
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var selected = objects.Single();
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AddHeader("Type");
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AddValue($"{selected.GetType().ReadableName()}");
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@ -105,13 +116,13 @@ protected virtual void AddInspectorValues()
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default:
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AddHeader("Selected Objects");
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AddValue($"{EditorBeatmap.SelectedHitObjects.Count:#,0.##}");
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AddValue($"{objects.Length:#,0.##}");
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AddHeader("Start Time");
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AddValue($"{EditorBeatmap.SelectedHitObjects.Min(o => o.StartTime):#,0.##}ms");
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AddValue($"{objects.Min(o => o.StartTime):#,0.##}ms");
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AddHeader("End Time");
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AddValue($"{EditorBeatmap.SelectedHitObjects.Max(o => o.GetEndTime()):#,0.##}ms");
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AddValue($"{objects.Max(o => o.GetEndTime()):#,0.##}ms");
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break;
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}
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}
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