mirror of https://github.com/ppy/osu
300 lines
10 KiB
C#
300 lines
10 KiB
C#
// 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 osuTK.Graphics;
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using osu.Framework.Screens;
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using osu.Game.Screens.Backgrounds;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Graphics;
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using osu.Game.Screens.Edit.Components.Timelines.Summary;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input.Events;
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using osu.Framework.Platform;
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using osu.Framework.Timing;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Screens.Edit.Components;
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using osu.Game.Screens.Edit.Components.Menus;
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using osu.Game.Screens.Edit.Design;
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using osuTK.Input;
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using System.Collections.Generic;
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using osu.Framework;
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using osu.Framework.Input.Bindings;
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using osu.Game.Input.Bindings;
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using osu.Game.Screens.Edit.Compose;
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using osu.Game.Screens.Edit.Setup;
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using osu.Game.Screens.Edit.Timing;
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using osu.Game.Users;
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namespace osu.Game.Screens.Edit
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{
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public class Editor : OsuScreen, IKeyBindingHandler<GlobalAction>
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{
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenCustom(@"Backgrounds/bg4");
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public override bool AllowBackButton => false;
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public override bool HideOverlaysOnEnter => true;
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public override bool DisallowExternalBeatmapRulesetChanges => true;
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private Box bottomBackground;
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private Container screenContainer;
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private EditorScreen currentScreen;
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private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor();
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private EditorClock clock;
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private DependencyContainer dependencies;
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private GameHost host;
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protected override UserActivity InitialActivity => new UserActivity.Editing(Beatmap.Value.BeatmapInfo);
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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=> dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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[BackgroundDependencyLoader]
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private void load(OsuColour colours, GameHost host)
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{
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this.host = host;
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// TODO: should probably be done at a DrawableRuleset level to share logic with Player.
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var sourceClock = (IAdjustableClock)Beatmap.Value.Track ?? new StopwatchClock();
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clock = new EditorClock(Beatmap.Value, beatDivisor) { IsCoupled = false };
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clock.ChangeSource(sourceClock);
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dependencies.CacheAs<IFrameBasedClock>(clock);
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dependencies.CacheAs<IAdjustableClock>(clock);
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dependencies.Cache(beatDivisor);
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EditorMenuBar menuBar;
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var fileMenuItems = new List<MenuItem>();
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if (RuntimeInfo.IsDesktop)
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{
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fileMenuItems.Add(new EditorMenuItem("Export", MenuItemType.Standard, exportBeatmap));
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fileMenuItems.Add(new EditorMenuItemSpacer());
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}
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fileMenuItems.Add(new EditorMenuItem("Exit", MenuItemType.Standard, this.Exit));
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InternalChildren = new[]
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{
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new Container
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{
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Name = "Screen container",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Top = 40, Bottom = 60 },
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Child = screenContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true
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}
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},
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new Container
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{
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Name = "Top bar",
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RelativeSizeAxes = Axes.X,
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Height = 40,
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Child = menuBar = new EditorMenuBar
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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RelativeSizeAxes = Axes.Both,
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Items = new[]
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{
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new MenuItem("File")
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{
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Items = fileMenuItems
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}
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}
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}
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},
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new Container
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{
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Name = "Bottom bar",
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.X,
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Height = 60,
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Children = new Drawable[]
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{
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bottomBackground = new Box { RelativeSizeAxes = Axes.Both },
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Vertical = 5, Horizontal = 10 },
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Child = new GridContainer
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{
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RelativeSizeAxes = Axes.Both,
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ColumnDimensions = new[]
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{
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new Dimension(GridSizeMode.Absolute, 220),
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new Dimension(),
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new Dimension(GridSizeMode.Absolute, 220)
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},
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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 Container
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Right = 10 },
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Child = new TimeInfoContainer { RelativeSizeAxes = Axes.Both },
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},
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new SummaryTimeline
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{
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RelativeSizeAxes = Axes.Both,
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},
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Left = 10 },
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Child = new PlaybackControl { RelativeSizeAxes = Axes.Both },
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}
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},
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}
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},
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}
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}
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},
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};
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menuBar.Mode.ValueChanged += onModeChanged;
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bottomBackground.Colour = colours.Gray2;
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}
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protected override void Update()
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{
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base.Update();
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clock.ProcessFrame();
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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switch (e.Key)
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{
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case Key.Left:
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seek(e, -1);
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return true;
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case Key.Right:
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seek(e, 1);
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return true;
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}
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return base.OnKeyDown(e);
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}
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private double scrollAccumulation;
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protected override bool OnScroll(ScrollEvent e)
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{
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scrollAccumulation += (e.ScrollDelta.X + e.ScrollDelta.Y) * (e.IsPrecise ? 0.1 : 1);
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const int precision = 1;
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while (Math.Abs(scrollAccumulation) > precision)
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{
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if (scrollAccumulation > 0)
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seek(e, -1);
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else
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seek(e, 1);
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scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision);
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}
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return true;
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}
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public bool OnPressed(GlobalAction action)
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{
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if (action == GlobalAction.Back)
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{
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// as we don't want to display the back button, manual handling of exit action is required.
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this.Exit();
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return true;
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}
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return false;
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}
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public bool OnReleased(GlobalAction action) => action == GlobalAction.Back;
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public override void OnResuming(IScreen last)
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{
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base.OnResuming(last);
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Beatmap.Value.Track?.Stop();
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}
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public override void OnEntering(IScreen last)
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{
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base.OnEntering(last);
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Background.FadeColour(Color4.DarkGray, 500);
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resetTrack();
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}
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public override bool OnExiting(IScreen next)
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{
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Background.FadeColour(Color4.White, 500);
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resetTrack();
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return base.OnExiting(next);
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}
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private void resetTrack()
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{
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Beatmap.Value.Track?.ResetSpeedAdjustments();
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Beatmap.Value.Track?.Stop();
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}
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private void exportBeatmap() => host.OpenFileExternally(Beatmap.Value.Save());
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private void onModeChanged(ValueChangedEvent<EditorScreenMode> e)
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{
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currentScreen?.Exit();
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switch (e.NewValue)
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{
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case EditorScreenMode.SongSetup:
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currentScreen = new SetupScreen();
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break;
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case EditorScreenMode.Compose:
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currentScreen = new ComposeScreen();
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break;
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case EditorScreenMode.Design:
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currentScreen = new DesignScreen();
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break;
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case EditorScreenMode.Timing:
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currentScreen = new TimingScreen();
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break;
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}
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LoadComponentAsync(currentScreen, screenContainer.Add);
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}
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private void seek(UIEvent e, int direction)
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{
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double amount = e.ShiftPressed ? 2 : 1;
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if (direction < 1)
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clock.SeekBackward(!clock.IsRunning, amount);
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else
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clock.SeekForward(!clock.IsRunning, amount);
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}
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}
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}
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