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osu-lazer/osu.Game/Rulesets/UI/DrawableRuleset.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 osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Cursor;
using osu.Framework.Input;
using osu.Framework.Input.Events;
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using osu.Game.Configuration;
using osu.Game.Graphics.Cursor;
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using osu.Game.Input.Handlers;
using osu.Game.Overlays;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Configuration;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
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namespace osu.Game.Rulesets.UI
{
/// <summary>
/// Displays an interactive ruleset gameplay instance.
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/// </summary>
/// <typeparam name="TObject">The type of HitObject contained by this DrawableRuleset.</typeparam>
public abstract class DrawableRuleset<TObject> : DrawableRuleset, IProvideCursor, ICanAttachKeyCounter
where TObject : HitObject
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{
/// <summary>
/// The selected variant.
/// </summary>
public virtual int Variant => 0;
/// <summary>
/// The key conversion input manager for this DrawableRuleset.
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/// </summary>
public PassThroughInputManager KeyBindingInputManager;
public override double GameplayStartTime => Objects.First().StartTime - 2000;
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private readonly Lazy<Playfield> playfield;
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/// <summary>
/// The playfield.
/// </summary>
public Playfield Playfield => playfield.Value;
/// <summary>
/// Place to put drawables above hit objects but below UI.
/// </summary>
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public Container Overlays { get; private set; }
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/// <summary>
/// Invoked when a <see cref="JudgementResult"/> has been applied by a <see cref="DrawableHitObject"/>.
/// </summary>
public event Action<JudgementResult> OnNewResult;
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/// <summary>
/// Invoked when a <see cref="JudgementResult"/> is being reverted by a <see cref="DrawableHitObject"/>.
/// </summary>
public event Action<JudgementResult> OnRevertResult;
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/// <summary>
/// The beatmap.
/// </summary>
public Beatmap<TObject> Beatmap;
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public override IEnumerable<HitObject> Objects => Beatmap.HitObjects;
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protected IRulesetConfigManager Config { get; private set; }
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/// <summary>
/// The mods which are to be applied.
/// </summary>
private readonly IEnumerable<Mod> mods;
private FrameStabilityContainer frameStabilityContainer;
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private OnScreenDisplay onScreenDisplay;
/// <summary>
/// Creates a ruleset visualisation for the provided ruleset and beatmap.
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/// </summary>
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/// <param name="ruleset">The ruleset being represented.</param>
/// <param name="workingBeatmap">The beatmap to create the hit renderer for.</param>
protected DrawableRuleset(Ruleset ruleset, WorkingBeatmap workingBeatmap)
: base(ruleset)
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{
Debug.Assert(workingBeatmap != null, "DrawableRuleset initialized with a null beatmap.");
RelativeSizeAxes = Axes.Both;
Beatmap = (Beatmap<TObject>)workingBeatmap.GetPlayableBeatmap(ruleset.RulesetInfo);
mods = workingBeatmap.Mods.Value;
applyBeatmapMods(mods);
KeyBindingInputManager = CreateInputManager();
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playfield = new Lazy<Playfield>(CreatePlayfield);
IsPaused.ValueChanged += paused =>
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{
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if (HasReplayLoaded.Value)
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return;
KeyBindingInputManager.UseParentInput = !paused.NewValue;
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};
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}
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
onScreenDisplay = dependencies.Get<OnScreenDisplay>();
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Config = dependencies.Get<RulesetConfigCache>().GetConfigFor(Ruleset);
if (Config != null)
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{
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dependencies.Cache(Config);
onScreenDisplay?.BeginTracking(this, Config);
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}
return dependencies;
}
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protected virtual PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new PlayfieldAdjustmentContainer();
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[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
InternalChildren = new Drawable[]
{
frameStabilityContainer = new FrameStabilityContainer
{
Child = KeyBindingInputManager
.WithChild(CreatePlayfieldAdjustmentContainer()
.WithChild(Playfield)
)
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},
Overlays = new Container { RelativeSizeAxes = Axes.Both }
};
applyRulesetMods(mods, config);
loadObjects();
}
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/// <summary>
/// Creates and adds drawable representations of hit objects to the play field.
/// </summary>
private void loadObjects()
{
foreach (TObject h in Beatmap.HitObjects)
addHitObject(h);
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Playfield.PostProcess();
foreach (var mod in mods.OfType<IApplicableToDrawableHitObjects>())
mod.ApplyToDrawableHitObjects(Playfield.HitObjectContainer.Objects);
}
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public override void RequestResume(Action continueResume) => continueResume();
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/// <summary>
/// Creates and adds the visual representation of a <see cref="TObject"/> to this <see cref="DrawableRuleset{TObject}"/>.
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/// </summary>
/// <param name="hitObject">The <see cref="TObject"/> to add the visual representation for.</param>
private void addHitObject(TObject hitObject)
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{
var drawableObject = CreateDrawableRepresentation(hitObject);
if (drawableObject == null)
return;
drawableObject.OnNewResult += (_, r) => OnNewResult?.Invoke(r);
drawableObject.OnRevertResult += (_, r) => OnRevertResult?.Invoke(r);
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Playfield.Add(drawableObject);
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}
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public override void SetReplayScore(Score replayScore)
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{
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if (!(KeyBindingInputManager is IHasReplayHandler replayInputManager))
throw new InvalidOperationException($"A {nameof(KeyBindingInputManager)} which supports replay loading is not available");
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var handler = (ReplayScore = replayScore) != null ? CreateReplayInputHandler(replayScore.Replay) : null;
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replayInputManager.ReplayInputHandler = handler;
frameStabilityContainer.ReplayInputHandler = handler;
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HasReplayLoaded.Value = replayInputManager.ReplayInputHandler != null;
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if (replayInputManager.ReplayInputHandler != null)
replayInputManager.ReplayInputHandler.GamefieldToScreenSpace = Playfield.GamefieldToScreenSpace;
}
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/// <summary>
/// Creates a DrawableHitObject from a HitObject.
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/// </summary>
/// <param name="h">The HitObject to make drawable.</param>
/// <returns>The DrawableHitObject.</returns>
public abstract DrawableHitObject<TObject> CreateDrawableRepresentation(TObject h);
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public void Attach(KeyCounterDisplay keyCounter) =>
(KeyBindingInputManager as ICanAttachKeyCounter)?.Attach(keyCounter);
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/// <summary>
/// Creates a key conversion input manager. An exception will be thrown if a valid <see cref="RulesetInputManager{T}"/> is not returned.
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/// </summary>
/// <returns>The input manager.</returns>
protected abstract PassThroughInputManager CreateInputManager();
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protected virtual ReplayInputHandler CreateReplayInputHandler(Replay replay) => null;
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/// <summary>
/// Creates a Playfield.
/// </summary>
/// <returns>The Playfield.</returns>
protected abstract Playfield CreatePlayfield();
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public override ScoreProcessor CreateScoreProcessor() => new ScoreProcessor<TObject>(this);
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/// <summary>
/// Applies the active mods to the Beatmap.
/// </summary>
/// <param name="mods"></param>
private void applyBeatmapMods(IEnumerable<Mod> mods)
{
if (mods == null)
return;
foreach (var mod in mods.OfType<IApplicableToBeatmap<TObject>>())
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mod.ApplyToBeatmap(Beatmap);
}
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/// <summary>
/// Applies the active mods to this DrawableRuleset.
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/// </summary>
/// <param name="mods"></param>
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private void applyRulesetMods(IEnumerable<Mod> mods, OsuConfigManager config)
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{
if (mods == null)
return;
foreach (var mod in mods.OfType<IApplicableToDrawableRuleset<TObject>>())
mod.ApplyToDrawableRuleset(this);
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foreach (var mod in mods.OfType<IReadFromConfig>())
mod.ReadFromConfig(config);
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}
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#region IProvideCursor
protected override bool OnHover(HoverEvent e) => true; // required for IProvideCursor
CursorContainer IProvideCursor.Cursor => Playfield.Cursor;
public override GameplayCursorContainer Cursor => Playfield.Cursor;
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public bool ProvidingUserCursor => Playfield.Cursor != null && !HasReplayLoaded.Value;
#endregion
protected override void Dispose(bool isDisposing)
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{
base.Dispose(isDisposing);
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if (Config != null)
{
onScreenDisplay?.StopTracking(this, Config);
Config = null;
}
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}
}
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/// <summary>
/// Displays an interactive ruleset gameplay instance.
/// <remarks>
/// This type is required only for adding non-generic type to the draw hierarchy.
/// Once IDrawable is a thing, this can also become an interface.
/// </remarks>
/// </summary>
public abstract class DrawableRuleset : CompositeDrawable
{
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/// <summary>
/// Whether a replay is currently loaded.
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/// </summary>
public readonly BindableBool HasReplayLoaded = new BindableBool();
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/// <summary>
/// Whether the game is paused. Used to block user input.
/// </summary>
public readonly BindableBool IsPaused = new BindableBool();
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/// <summary>~
/// The associated ruleset.
/// </summary>
public readonly Ruleset Ruleset;
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/// <summary>
/// Creates a ruleset visualisation for the provided ruleset.
/// </summary>
/// <param name="ruleset">The ruleset.</param>
internal DrawableRuleset(Ruleset ruleset)
{
Ruleset = ruleset;
}
/// <summary>
/// All the converted hit objects contained by this hit renderer.
/// </summary>
public abstract IEnumerable<HitObject> Objects { get; }
/// <summary>
/// The point in time at which gameplay starts, including any required lead-in for display purposes.
/// Defaults to two seconds before the first <see cref="HitObject"/>. Override as necessary.
/// </summary>
public abstract double GameplayStartTime { get; }
/// <summary>
/// The currently loaded replay. Usually null in the case of a local player.
/// </summary>
public Score ReplayScore { get; protected set; }
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/// <summary>
/// The cursor being displayed by the <see cref="Playfield"/>. May be null if no cursor is provided.
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/// </summary>
public abstract GameplayCursorContainer Cursor { get; }
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/// <summary>
/// Sets a replay to be used, overriding local input.
/// </summary>
/// <param name="replayScore">The replay, null for local input.</param>
public abstract void SetReplayScore(Score replayScore);
/// <summary>
/// Invoked when the interactive user requests resuming from a paused state.
/// Allows potentially delaying the resume process until an interaction is performed.
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/// </summary>
/// <param name="continueResume">The action to run when resuming is to be completed.</param>
public abstract void RequestResume(Action continueResume);
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/// <summary>
/// Create a <see cref="ScoreProcessor"/> for the associated ruleset and link with this
/// <see cref="DrawableRuleset"/>.
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/// </summary>
/// <returns>A score processor.</returns>
public abstract ScoreProcessor CreateScoreProcessor();
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}
public class BeatmapInvalidForRulesetException : ArgumentException
{
public BeatmapInvalidForRulesetException(string text)
: base(text)
{
}
}
}