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osu-lazer/osu.Game/Rulesets/UI/Playfield.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;
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using System.Linq;
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using osu.Framework.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods;
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using osuTK;
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namespace osu.Game.Rulesets.UI
{
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public abstract class Playfield : CompositeDrawable
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{
/// <summary>
/// The <see cref="DrawableHitObject"/> contained in this Playfield.
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/// </summary>
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public HitObjectContainer HitObjectContainer => hitObjectContainerLazy.Value;
private readonly Lazy<HitObjectContainer> hitObjectContainerLazy;
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/// <summary>
/// A function that converts gamefield coordinates to screen space.
/// </summary>
public Func<Vector2, Vector2> GamefieldToScreenSpace => HitObjectContainer.ToScreenSpace;
/// <summary>
/// A function that converts screen space coordinates to gamefield.
/// </summary>
public Func<Vector2, Vector2> ScreenSpaceToGamefield => HitObjectContainer.ToLocalSpace;
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/// <summary>
/// All the <see cref="DrawableHitObject"/>s contained in this <see cref="Playfield"/> and all <see cref="NestedPlayfields"/>.
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/// </summary>
public IEnumerable<DrawableHitObject> AllHitObjects => HitObjectContainer?.Objects.Concat(NestedPlayfields.SelectMany(p => p.AllHitObjects)) ?? Enumerable.Empty<DrawableHitObject>();
/// <summary>
/// All <see cref="Playfield"/>s nested inside this <see cref="Playfield"/>.
/// </summary>
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public IEnumerable<Playfield> NestedPlayfields => nestedPlayfields.IsValueCreated ? nestedPlayfields.Value : Enumerable.Empty<Playfield>();
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private readonly Lazy<List<Playfield>> nestedPlayfields = new Lazy<List<Playfield>>();
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/// <summary>
/// Whether judgements should be displayed by this and and all nested <see cref="Playfield"/>s.
/// </summary>
public readonly BindableBool DisplayJudgements = new BindableBool(true);
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/// <summary>
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/// Creates a new <see cref="Playfield"/>.
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/// </summary>
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protected Playfield()
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{
RelativeSizeAxes = Axes.Both;
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hitObjectContainerLazy = new Lazy<HitObjectContainer>(CreateHitObjectContainer);
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}
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[Resolved]
private IBindable<WorkingBeatmap> beatmap { get; set; }
[Resolved]
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private IReadOnlyList<Mod> mods { get; set; }
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[BackgroundDependencyLoader]
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private void load()
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{
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Cursor = CreateCursor();
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if (Cursor != null)
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{
// initial showing of the cursor will be handed by MenuCursorContainer (via DrawableRuleset's IProvideCursor implementation).
Cursor.Hide();
AddInternal(Cursor);
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}
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}
/// <summary>
/// Performs post-processing tasks (if any) after all DrawableHitObjects are loaded into this Playfield.
/// </summary>
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public virtual void PostProcess() => NestedPlayfields.ForEach(p => p.PostProcess());
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/// <summary>
/// Adds a DrawableHitObject to this Playfield.
/// </summary>
/// <param name="h">The DrawableHitObject to add.</param>
public virtual void Add(DrawableHitObject h) => HitObjectContainer.Add(h);
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/// <summary>
/// Remove a DrawableHitObject from this Playfield.
/// </summary>
/// <param name="h">The DrawableHitObject to remove.</param>
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public virtual bool Remove(DrawableHitObject h) => HitObjectContainer.Remove(h);
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/// <summary>
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/// The cursor currently being used by this <see cref="Playfield"/>. May be null if no cursor is provided.
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/// </summary>
public GameplayCursorContainer Cursor { get; private set; }
/// <summary>
/// Provide a cursor which is to be used for gameplay.
/// </summary>
/// <remarks>
/// The default provided cursor is invisible when inside the bounds of the <see cref="Playfield"/>.
/// </remarks>
/// <returns>The cursor, or null to show the menu cursor.</returns>
protected virtual GameplayCursorContainer CreateCursor() => new InvisibleCursorContainer();
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/// <summary>
/// Registers a <see cref="Playfield"/> as a nested <see cref="Playfield"/>.
/// This does not add the <see cref="Playfield"/> to the draw hierarchy.
/// </summary>
/// <param name="otherPlayfield">The <see cref="Playfield"/> to add.</param>
protected void AddNested(Playfield otherPlayfield)
{
otherPlayfield.DisplayJudgements.BindTo(DisplayJudgements);
nestedPlayfields.Value.Add(otherPlayfield);
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}
protected override void LoadComplete()
{
base.LoadComplete();
// in the case a consumer forgets to add the HitObjectContainer, we will add it here.
if (HitObjectContainer.Parent == null)
AddInternal(HitObjectContainer);
}
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protected override void Update()
{
base.Update();
if (beatmap != null)
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{
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foreach (var mod in mods)
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{
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if (mod is IUpdatableByPlayfield updatable)
updatable.Update(this);
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}
}
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}
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/// <summary>
/// Creates the container that will be used to contain the <see cref="DrawableHitObject"/>s.
/// </summary>
protected virtual HitObjectContainer CreateHitObjectContainer() => new HitObjectContainer();
public class InvisibleCursorContainer : GameplayCursorContainer
{
protected override Drawable CreateCursor() => new InvisibleCursor();
private class InvisibleCursor : Drawable
{
}
}
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}
}