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osu-lazer/osu.Game.Rulesets.Mania/UI/ManiaPlayfield.cs

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C#
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
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using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.UI;
using OpenTK;
using OpenTK.Graphics;
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using osu.Game.Rulesets.Mania.Judgements;
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using osu.Framework.Graphics.Containers;
using System;
using osu.Game.Graphics;
using osu.Framework.Allocation;
using OpenTK.Input;
using System.Linq;
using System.Collections.Generic;
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using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Mania.Timing;
using osu.Framework.Input;
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using osu.Game.Beatmaps.Timing;
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using osu.Framework.Graphics.Transforms;
using osu.Framework.MathUtils;
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namespace osu.Game.Rulesets.Mania.UI
{
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public class ManiaPlayfield : Playfield<ManiaHitObject, ManiaJudgement>
{
public const float HIT_TARGET_POSITION = 50;
private const float time_span_default = 5000;
private const float time_span_min = 10;
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private const float time_span_max = 50000;
private const float time_span_step = 200;
/// <summary>
/// Default column keys, expanding outwards from the middle as more column are added.
/// E.g. 2 columns use FJ, 4 columns use DFJK, 6 use SDFJKL, etc...
/// </summary>
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private static readonly Key[] default_keys = { Key.A, Key.S, Key.D, Key.F, Key.J, Key.K, Key.L, Key.Semicolon };
private SpecialColumnPosition specialColumnPosition;
/// <summary>
/// The style to use for the special column.
/// </summary>
public SpecialColumnPosition SpecialColumnPosition
{
get { return specialColumnPosition; }
set
{
if (IsLoaded)
throw new InvalidOperationException($"Setting {nameof(SpecialColumnPosition)} after the playfield is loaded requires re-creating the playfield.");
specialColumnPosition = value;
}
}
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public readonly FlowContainer<Column> Columns;
private readonly ControlPointContainer barlineContainer;
private List<Color4> normalColumnColours = new List<Color4>();
private Color4 specialColumnColour;
private readonly int columnCount;
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public ManiaPlayfield(int columnCount, IEnumerable<ControlPoint> timingChanges)
{
this.columnCount = columnCount;
if (columnCount <= 0)
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throw new ArgumentException("Can't have zero or fewer columns.");
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Children = new Drawable[]
{
new Container
{
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
RelativeSizeAxes = Axes.Y,
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AutoSizeAxes = Axes.X,
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Masking = true,
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Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black
},
Columns = new FillFlowContainer<Column>
{
Name = "Columns",
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RelativeSizeAxes = Axes.Y,
AutoSizeAxes = Axes.X,
Direction = FillDirection.Horizontal,
Padding = new MarginPadding { Left = 1, Right = 1 },
Spacing = new Vector2(1, 0)
},
new Container
{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Top = HIT_TARGET_POSITION },
Children = new[]
{
barlineContainer = new ControlPointContainer(timingChanges)
{
Name = "Bar lines",
RelativeSizeAxes = Axes.Both,
}
}
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}
}
}
};
for (int i = 0; i < columnCount; i++)
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Columns.Add(new Column(timingChanges));
TimeSpan = time_span_default;
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}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
normalColumnColours = new List<Color4>
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{
colours.RedDark,
colours.GreenDark
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};
specialColumnColour = colours.BlueDark;
// Set the special column + colour + key
for (int i = 0; i < columnCount; i++)
{
Column column = Columns.Children.ElementAt(i);
column.IsSpecial = isSpecialColumn(i);
if (!column.IsSpecial)
continue;
column.Key = Key.Space;
column.AccentColour = specialColumnColour;
}
var nonSpecialColumns = Columns.Children.Where(c => !c.IsSpecial).ToList();
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// We'll set the colours of the non-special columns in a separate loop, because the non-special
// column colours are mirrored across their centre and special styles mess with this
for (int i = 0; i < Math.Ceiling(nonSpecialColumns.Count / 2f); i++)
{
Color4 colour = normalColumnColours[i % normalColumnColours.Count];
nonSpecialColumns[i].AccentColour = colour;
nonSpecialColumns[nonSpecialColumns.Count - 1 - i].AccentColour = colour;
}
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// We'll set the keys for non-special columns in another separate loop because it's not mirrored like the above colours
// Todo: This needs to go when we get to bindings and use Button1, ..., ButtonN instead
for (int i = 0; i < nonSpecialColumns.Count; i++)
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{
Column column = nonSpecialColumns[i];
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int keyOffset = default_keys.Length / 2 - nonSpecialColumns.Count / 2 + i;
if (keyOffset >= 0 && keyOffset < default_keys.Length)
column.Key = default_keys[keyOffset];
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else
// There is no default key defined for this column. Let's set this to Unknown for now
// however note that this will be gone after bindings are in place
column.Key = Key.Unknown;
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}
}
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/// <summary>
/// Whether the column index is a special column for this playfield.
/// </summary>
/// <param name="column">The 0-based column index.</param>
/// <returns>Whether the column is a special column.</returns>
private bool isSpecialColumn(int column)
{
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switch (SpecialColumnPosition)
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{
default:
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case SpecialColumnPosition.Normal:
return columnCount % 2 == 1 && column == columnCount / 2;
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case SpecialColumnPosition.Left:
return column == 0;
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case SpecialColumnPosition.Right:
return column == columnCount - 1;
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}
}
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public override void Add(DrawableHitObject<ManiaHitObject, ManiaJudgement> h) => Columns.Children.ElementAt(h.HitObject.Column).Add(h);
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
if (state.Keyboard.ControlPressed)
{
switch (args.Key)
{
case Key.Minus:
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transformTimeSpanTo(TimeSpan + time_span_step, 200, EasingTypes.OutQuint);
break;
case Key.Plus:
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transformTimeSpanTo(TimeSpan - time_span_step, 200, EasingTypes.OutQuint);
break;
}
}
return false;
}
private double timeSpan;
/// <summary>
/// The amount of time which the length of the playfield spans.
/// </summary>
public double TimeSpan
{
get { return timeSpan; }
set
{
if (timeSpan == value)
return;
timeSpan = value;
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timeSpan = MathHelper.Clamp(timeSpan, time_span_min, time_span_max);
barlineContainer.TimeSpan = value;
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Columns.Children.ForEach(c => c.ControlPointContainer.TimeSpan = value);
}
}
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private void transformTimeSpanTo(double newTimeSpan, double duration = 0, EasingTypes easing = EasingTypes.None)
{
TransformTo(() => TimeSpan, newTimeSpan, duration, easing, new TransformTimeSpan());
}
private class TransformTimeSpan : Transform<double>
{
public override double CurrentValue
{
get
{
double time = Time?.Current ?? 0;
if (time < StartTime) return StartValue;
if (time >= EndTime) return EndValue;
return Interpolation.ValueAt(time, StartValue, EndValue, StartTime, EndTime, Easing);
}
}
public override void Apply(Drawable d)
{
base.Apply(d);
var p = (ManiaPlayfield)d;
p.TimeSpan = CurrentValue;
}
}
}
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}