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osu-lazer/osu.Game.Rulesets.Mania/UI/DrawableManiaRuleset.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.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Input;
using osu.Framework.MathUtils;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Input.Handlers;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Configuration;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Objects.Drawables;
using osu.Game.Rulesets.Mania.Replays;
using osu.Game.Rulesets.Mania.Scoring;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.UI.Scrolling;
using osuTK;
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namespace osu.Game.Rulesets.Mania.UI
{
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public class DrawableManiaRuleset : DrawableScrollingRuleset<ManiaHitObject>
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{
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protected new ManiaPlayfield Playfield => (ManiaPlayfield)base.Playfield;
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public new ManiaBeatmap Beatmap => (ManiaBeatmap)base.Beatmap;
public IEnumerable<BarLine> BarLines;
protected new ManiaRulesetConfigManager Config => (ManiaRulesetConfigManager)base.Config;
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private readonly Bindable<ManiaScrollingDirection> configDirection = new Bindable<ManiaScrollingDirection>();
public DrawableManiaRuleset(Ruleset ruleset, WorkingBeatmap beatmap, IReadOnlyList<Mod> mods)
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: base(ruleset, beatmap, mods)
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{
// Generate the bar lines
double lastObjectTime = (Objects.LastOrDefault() as IHasEndTime)?.EndTime ?? Objects.LastOrDefault()?.StartTime ?? double.MaxValue;
var timingPoints = Beatmap.ControlPointInfo.TimingPoints;
var barLines = new List<BarLine>();
for (int i = 0; i < timingPoints.Count; i++)
{
TimingControlPoint point = timingPoints[i];
// Stop on the beat before the next timing point, or if there is no next timing point stop slightly past the last object
double endTime = i < timingPoints.Count - 1 ? timingPoints[i + 1].Time - point.BeatLength : lastObjectTime + point.BeatLength * (int)point.TimeSignature;
int index = 0;
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for (double t = timingPoints[i].Time; Precision.DefinitelyBigger(endTime, t); t += point.BeatLength, index++)
{
barLines.Add(new BarLine
{
StartTime = t,
ControlPoint = point,
BeatIndex = index
});
}
}
BarLines = barLines;
}
[BackgroundDependencyLoader]
private void load()
{
BarLines.ForEach(Playfield.Add);
Config.BindWith(ManiaRulesetSetting.ScrollDirection, configDirection);
configDirection.BindValueChanged(direction => Direction.Value = (ScrollingDirection)direction.NewValue, true);
Config.BindWith(ManiaRulesetSetting.ScrollTime, TimeRange);
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}
/// <summary>
/// Retrieves the column that intersects a screen-space position.
/// </summary>
/// <param name="screenSpacePosition">The screen-space position.</param>
/// <returns>The column which intersects with <paramref name="screenSpacePosition"/>.</returns>
public Column GetColumnByPosition(Vector2 screenSpacePosition) => Playfield.GetColumnByPosition(screenSpacePosition);
public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new ManiaPlayfieldAdjustmentContainer();
protected override Playfield CreatePlayfield() => new ManiaPlayfield(Beatmap.Stages);
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public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor(this);
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public override int Variant => (int)(Beatmap.Stages.Count == 1 ? PlayfieldType.Single : PlayfieldType.Dual) + Beatmap.TotalColumns;
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protected override PassThroughInputManager CreateInputManager() => new ManiaInputManager(Ruleset.RulesetInfo, Variant);
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public override DrawableHitObject<ManiaHitObject> CreateDrawableRepresentation(ManiaHitObject h)
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{
switch (h)
{
case HoldNote holdNote:
return new DrawableHoldNote(holdNote);
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case Note note:
return new DrawableNote(note);
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default:
return null;
}
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}
protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new ManiaFramedReplayInputHandler(replay);
}
}