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osu-lazer/osu.Game/Rulesets/UI/Scrolling/DrawableScrollingRuleset.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;
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using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Input.Bindings;
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using osu.Framework.Lists;
using osu.Framework.Threading;
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using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Configuration;
using osu.Game.Extensions;
using osu.Game.Input.Bindings;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Timing;
using osu.Game.Rulesets.UI.Scrolling.Algorithms;
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namespace osu.Game.Rulesets.UI.Scrolling
{
/// <summary>
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/// A type of <see cref="DrawableRuleset{TObject}"/> that supports a <see cref="ScrollingPlayfield"/>.
/// <see cref="HitObject"/>s inside this <see cref="DrawableRuleset{TObject}"/> will scroll within the playfield.
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/// </summary>
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public abstract class DrawableScrollingRuleset<TObject> : DrawableRuleset<TObject>, IKeyBindingHandler<GlobalAction>
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where TObject : HitObject
{
/// <summary>
/// The default span of time visible by the length of the scrolling axes.
/// This is clamped between <see cref="time_span_min"/> and <see cref="time_span_max"/>.
/// </summary>
private const double time_span_default = 1500;
/// <summary>
/// The minimum span of time that may be visible by the length of the scrolling axes.
/// </summary>
private const double time_span_min = 50;
/// <summary>
/// The maximum span of time that may be visible by the length of the scrolling axes.
/// </summary>
private const double time_span_max = 10000;
/// <summary>
/// The step increase/decrease of the span of time visible by the length of the scrolling axes.
/// </summary>
private const double time_span_step = 200;
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protected readonly Bindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
/// <summary>
/// The span of time that is visible by the length of the scrolling axes.
/// For example, only hit objects with start time less than or equal to 1000 will be visible with <see cref="TimeRange"/> = 1000.
/// </summary>
protected readonly BindableDouble TimeRange = new BindableDouble(time_span_default)
{
Default = time_span_default,
MinValue = time_span_min,
MaxValue = time_span_max
};
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protected virtual ScrollVisualisationMethod VisualisationMethod => ScrollVisualisationMethod.Sequential;
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/// <summary>
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/// Whether the player can change <see cref="TimeRange"/>.
/// </summary>
protected virtual bool UserScrollSpeedAdjustment => true;
/// <summary>
/// Whether <see cref="TimingControlPoint"/> beat lengths should scale relative to the most common beat length in the <see cref="Beatmap"/>.
/// </summary>
protected virtual bool RelativeScaleBeatLengths => false;
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/// <summary>
/// The <see cref="MultiplierControlPoint"/>s that adjust the scrolling rate of <see cref="HitObject"/>s inside this <see cref="DrawableRuleset{TObject}"/>.
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/// </summary>
protected readonly SortedList<MultiplierControlPoint> ControlPoints = new SortedList<MultiplierControlPoint>(Comparer<MultiplierControlPoint>.Default);
protected IScrollingInfo ScrollingInfo => scrollingInfo;
[Cached(Type = typeof(IScrollingInfo))]
private readonly LocalScrollingInfo scrollingInfo;
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protected DrawableScrollingRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
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: base(ruleset, beatmap, mods)
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{
scrollingInfo = new LocalScrollingInfo();
scrollingInfo.Direction.BindTo(Direction);
scrollingInfo.TimeRange.BindTo(TimeRange);
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switch (VisualisationMethod)
{
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case ScrollVisualisationMethod.Sequential:
scrollingInfo.Algorithm = new SequentialScrollAlgorithm(ControlPoints);
break;
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case ScrollVisualisationMethod.Overlapping:
scrollingInfo.Algorithm = new OverlappingScrollAlgorithm(ControlPoints);
break;
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case ScrollVisualisationMethod.Constant:
scrollingInfo.Algorithm = new ConstantScrollAlgorithm();
break;
}
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}
[BackgroundDependencyLoader]
private void load()
{
double lastObjectTime = Objects.LastOrDefault()?.GetEndTime() ?? double.MaxValue;
double baseBeatLength = TimingControlPoint.DEFAULT_BEAT_LENGTH;
if (RelativeScaleBeatLengths)
{
IReadOnlyList<TimingControlPoint> timingPoints = Beatmap.ControlPointInfo.TimingPoints;
double maxDuration = 0;
for (int i = 0; i < timingPoints.Count; i++)
{
if (timingPoints[i].Time > lastObjectTime)
break;
double endTime = i < timingPoints.Count - 1 ? timingPoints[i + 1].Time : lastObjectTime;
double duration = endTime - timingPoints[i].Time;
if (duration > maxDuration)
{
maxDuration = duration;
// The slider multiplier is post-multiplied to determine the final velocity, but for relative scale beat lengths
// the multiplier should not affect the effective timing point (the longest in the beatmap), so it is factored out here
baseBeatLength = timingPoints[i].BeatLength / Beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier;
}
}
}
// Merge sequences of timing and difficulty control points to create the aggregate "multiplier" control point
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var lastTimingPoint = new TimingControlPoint();
var lastDifficultyPoint = new DifficultyControlPoint();
var allPoints = new SortedList<ControlPoint>(Comparer<ControlPoint>.Default);
allPoints.AddRange(Beatmap.ControlPointInfo.TimingPoints);
allPoints.AddRange(Beatmap.ControlPointInfo.DifficultyPoints);
// Generate the timing points, making non-timing changes use the previous timing change and vice-versa
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var timingChanges = allPoints.Select(c =>
{
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if (c is TimingControlPoint timingPoint)
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lastTimingPoint = timingPoint;
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else if (c is DifficultyControlPoint difficultyPoint)
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lastDifficultyPoint = difficultyPoint;
return new MultiplierControlPoint(c.Time)
{
Velocity = Beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier,
BaseBeatLength = baseBeatLength,
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TimingPoint = lastTimingPoint,
DifficultyPoint = lastDifficultyPoint
};
});
// Trim unwanted sequences of timing changes
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timingChanges = timingChanges
// Collapse sections after the last hit object
.Where(s => s.StartTime <= lastObjectTime)
// Collapse sections with the same start time
.GroupBy(s => s.StartTime).Select(g => g.Last()).OrderBy(s => s.StartTime);
ControlPoints.AddRange(timingChanges);
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if (ControlPoints.Count == 0)
ControlPoints.Add(new MultiplierControlPoint { Velocity = Beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier });
}
protected override void LoadComplete()
{
base.LoadComplete();
if (!(Playfield is ScrollingPlayfield))
throw new ArgumentException($"{nameof(Playfield)} must be a {nameof(ScrollingPlayfield)} when using {nameof(DrawableScrollingRuleset<TObject>)}.");
}
/// <summary>
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/// Adjusts the scroll speed of <see cref="HitObject"/>s.
/// </summary>
/// <param name="amount">The amount to adjust by. Greater than 0 if the scroll speed should be increased, less than 0 if it should be decreased.</param>
protected virtual void AdjustScrollSpeed(int amount) => this.TransformBindableTo(TimeRange, TimeRange.Value - amount * time_span_step, 200, Easing.OutQuint);
public bool OnPressed(GlobalAction action)
{
if (!UserScrollSpeedAdjustment)
return false;
switch (action)
{
case GlobalAction.IncreaseScrollSpeed:
scheduleScrollSpeedAdjustment(1);
return true;
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case GlobalAction.DecreaseScrollSpeed:
scheduleScrollSpeedAdjustment(-1);
return true;
}
return false;
}
private ScheduledDelegate scheduledScrollSpeedAdjustment;
public void OnReleased(GlobalAction action)
{
scheduledScrollSpeedAdjustment?.Cancel();
scheduledScrollSpeedAdjustment = null;
}
private void scheduleScrollSpeedAdjustment(int amount)
{
scheduledScrollSpeedAdjustment?.Cancel();
scheduledScrollSpeedAdjustment = this.BeginKeyRepeat(Scheduler, () => AdjustScrollSpeed(amount));
}
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private class LocalScrollingInfo : IScrollingInfo
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{
public IBindable<ScrollingDirection> Direction { get; } = new Bindable<ScrollingDirection>();
public IBindable<double> TimeRange { get; } = new BindableDouble();
public IScrollAlgorithm Algorithm { get; set; }
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}
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}
}