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

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C#
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK.Graphics;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Configuration;
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using osu.Framework.Input.Bindings;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mania.UI.Components;
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using osu.Game.Rulesets.UI.Scrolling;
namespace osu.Game.Rulesets.Mania.UI
{
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public class Column : ManiaScrollingPlayfield, IKeyBindingHandler<ManiaAction>, IHasAccentColour
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{
private const float column_width = 45;
private const float special_column_width = 70;
public readonly Bindable<ManiaAction> Action = new Bindable<ManiaAction>();
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private readonly ColumnBackground background;
private readonly ColumnKeyArea keyArea;
private readonly ColumnHitObjectArea hitObjectArea;
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internal readonly Container TopLevelContainer;
private readonly Container explosionContainer;
protected override Container<Drawable> Content => hitObjectArea;
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public Column()
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{
RelativeSizeAxes = Axes.Y;
Width = column_width;
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Masking = true;
CornerRadius = 5;
background = new ColumnBackground { RelativeSizeAxes = Axes.Both };
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Container hitTargetContainer;
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InternalChildren = new[]
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{
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// For input purposes, the background is added at the highest depth, but is then proxied back below all other elements
background.CreateProxy(),
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hitTargetContainer = new Container
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{
Name = "Hit target + hit objects",
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
hitObjectArea = new ColumnHitObjectArea { RelativeSizeAxes = Axes.Both },
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explosionContainer = new Container
{
Name = "Hit explosions",
RelativeSizeAxes = Axes.Both
}
}
},
keyArea = new ColumnKeyArea
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{
RelativeSizeAxes = Axes.X,
Height = ManiaStage.HIT_TARGET_POSITION,
},
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background,
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TopLevelContainer = new Container { RelativeSizeAxes = Axes.Both }
};
TopLevelContainer.Add(explosionContainer.CreateProxy());
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Direction.BindValueChanged(d =>
{
hitTargetContainer.Padding = new MarginPadding
{
Top = d == ScrollingDirection.Up ? ManiaStage.HIT_TARGET_POSITION : 0,
Bottom = d == ScrollingDirection.Down ? ManiaStage.HIT_TARGET_POSITION : 0,
};
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keyArea.Anchor = keyArea.Origin= d == ScrollingDirection.Up ? Anchor.TopLeft : Anchor.BottomLeft;
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}, true);
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}
public override Axes RelativeSizeAxes => Axes.Y;
private bool isSpecial;
public bool IsSpecial
{
get { return isSpecial; }
set
{
if (isSpecial == value)
return;
isSpecial = value;
Width = isSpecial ? special_column_width : column_width;
}
}
private Color4 accentColour;
public Color4 AccentColour
{
get { return accentColour; }
set
{
if (accentColour == value)
return;
accentColour = value;
background.AccentColour = value;
keyArea.AccentColour = value;
hitObjectArea.AccentColour = value;
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}
}
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
{
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var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
dependencies.CacheAs<IBindable<ManiaAction>>(Action);
return dependencies;
}
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/// <summary>
/// Adds a DrawableHitObject to this Playfield.
/// </summary>
/// <param name="hitObject">The DrawableHitObject to add.</param>
public override void Add(DrawableHitObject hitObject)
{
hitObject.AccentColour = AccentColour;
hitObject.OnJudgement += OnJudgement;
HitObjects.Add(hitObject);
}
internal void OnJudgement(DrawableHitObject judgedObject, Judgement judgement)
{
if (!judgement.IsHit || !judgedObject.DisplayJudgement || !DisplayJudgements)
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return;
explosionContainer.Add(new HitExplosion(judgedObject)
{
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Anchor = Direction == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre
});
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}
public bool OnPressed(ManiaAction action)
{
if (action != Action)
return false;
var nextObject =
HitObjects.AliveObjects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current) ??
// fallback to non-alive objects to find next off-screen object
HitObjects.Objects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current) ??
HitObjects.Objects.LastOrDefault();
nextObject?.PlaySamples();
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return true;
}
public bool OnReleased(ManiaAction action) => false;
}
}