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osu-lazer/osu.Game/Rulesets/UI/HitRenderer.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Screens.Play;
using System;
using System.Collections.Generic;
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using System.Diagnostics;
using System.Linq;
using osu.Framework.Input;
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using osu.Game.Rulesets.Replays;
using osu.Game.Rulesets.Scoring;
using OpenTK;
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using osu.Game.Rulesets.Beatmaps;
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namespace osu.Game.Rulesets.UI
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{
/// <summary>
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/// Base HitRenderer. Doesn't hold objects.
/// <para>
/// Should not be derived - derive <see cref="HitRenderer{TObject, TJudgement}"/> instead.
/// </para>
/// </summary>
public abstract class HitRenderer : Container
{
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/// <summary>
/// Invoked when all the judgeable HitObjects have been judged.
/// </summary>
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public event Action OnAllJudged;
/// <summary>
/// Whether to apply adjustments to the child <see cref="Playfield{TObject,TJudgement}"/> based on our own size.
/// </summary>
public bool AspectAdjust = true;
/// <summary>
/// The input manager for this HitRenderer.
/// </summary>
internal readonly PlayerInputManager InputManager = new PlayerInputManager();
/// <summary>
/// The key conversion input manager for this HitRenderer.
/// </summary>
protected readonly PassThroughInputManager KeyConversionInputManager;
/// <summary>
/// Whether we are currently providing the local user a gameplay cursor.
/// </summary>
public virtual bool ProvidingUserCursor => false;
/// <summary>
/// Whether we have a replay loaded currently.
/// </summary>
public bool HasReplayLoaded => InputManager.ReplayInputHandler != null;
public abstract IEnumerable<HitObject> Objects { get; }
/// <summary>
/// Whether all the HitObjects have been judged.
/// </summary>
protected abstract bool AllObjectsJudged { get; }
internal HitRenderer()
{
KeyConversionInputManager = CreateKeyConversionInputManager();
KeyConversionInputManager.RelativeSizeAxes = Axes.Both;
}
/// <summary>
/// Checks whether all HitObjects have been judged, and invokes OnAllJudged.
/// </summary>
protected void CheckAllJudged()
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{
if (AllObjectsJudged)
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OnAllJudged?.Invoke();
}
public abstract ScoreProcessor CreateScoreProcessor();
/// <summary>
/// Creates a key conversion input manager.
/// </summary>
/// <returns>The input manager.</returns>
protected virtual PassThroughInputManager CreateKeyConversionInputManager() => new PassThroughInputManager();
protected virtual FramedReplayInputHandler CreateReplayInputHandler(Replay replay) => new FramedReplayInputHandler(replay);
public Replay Replay { get; private set; }
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/// <summary>
/// Sets a replay to be used, overriding local input.
/// </summary>
/// <param name="replay">The replay, null for local input.</param>
public void SetReplay(Replay replay)
{
Replay = replay;
InputManager.ReplayInputHandler = replay != null ? CreateReplayInputHandler(replay) : null;
}
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}
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/// <summary>
/// HitRenderer that applies conversion to Beatmaps. Does not contain a Playfield
/// and does not load drawable hit objects.
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/// <para>
/// Should not be derived - derive <see cref="HitRenderer{TObject, TJudgement}"/> instead.
/// </para>
/// </summary>
/// <typeparam name="TObject">The type of HitObject contained by this HitRenderer.</typeparam>
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public abstract class HitRenderer<TObject> : HitRenderer
where TObject : HitObject
{
/// <summary>
/// The Beatmap
/// </summary>
public Beatmap<TObject> Beatmap;
/// <summary>
/// All the converted hit objects contained by this hit renderer.
/// </summary>
public override IEnumerable<HitObject> Objects => Beatmap.HitObjects;
/// <summary>
/// The mods which are to be applied.
/// </summary>
protected IEnumerable<Mod> Mods;
/// <summary>
/// Creates a hit renderer for a beatmap.
/// </summary>
/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
internal HitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
{
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Debug.Assert(beatmap != null, "HitRenderer initialized with a null beatmap.");
Mods = beatmap.Mods.Value;
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RelativeSizeAxes = Axes.Both;
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BeatmapConverter<TObject> converter = CreateBeatmapConverter();
BeatmapProcessor<TObject> processor = CreateBeatmapProcessor();
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// Check if the beatmap can be converted
if (!converter.CanConvert(beatmap.Beatmap))
throw new BeatmapInvalidForRulesetException($"{nameof(Beatmap)} can not be converted for the current ruleset (converter: {converter}).");
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// Convert the beatmap
Beatmap = converter.Convert(beatmap.Beatmap, isForCurrentRuleset);
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// Apply difficulty adjustments from mods before using Difficulty.
foreach (var mod in Mods.OfType<IApplicableToDifficulty>())
mod.ApplyToDifficulty(Beatmap.BeatmapInfo.Difficulty);
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// Apply defaults
foreach (var h in Beatmap.HitObjects)
h.ApplyDefaults(Beatmap.ControlPointInfo, Beatmap.BeatmapInfo.Difficulty);
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// Post-process the beatmap
processor.PostProcess(Beatmap);
ApplyBeatmap();
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// Add mods, should always be the last thing applied to give full control to mods
applyMods(Mods);
}
/// <summary>
/// Applies the active mods to this HitRenderer.
/// </summary>
/// <param name="mods"></param>
private void applyMods(IEnumerable<Mod> mods)
{
if (mods == null)
return;
foreach (var mod in mods.OfType<IApplicableMod<TObject>>())
mod.ApplyToHitRenderer(this);
}
/// <summary>
/// Called when the beatmap of this hit renderer has been set. Used to apply any default values from the beatmap.
/// </summary>
protected virtual void ApplyBeatmap() { }
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/// <summary>
/// Creates a processor to perform post-processing operations
/// on HitObjects in converted Beatmaps.
/// </summary>
/// <returns>The Beatmap processor.</returns>
protected virtual BeatmapProcessor<TObject> CreateBeatmapProcessor() => new BeatmapProcessor<TObject>();
/// <summary>
/// Creates a converter to convert Beatmap to a specific mode.
/// </summary>
/// <returns>The Beatmap converter.</returns>
protected abstract BeatmapConverter<TObject> CreateBeatmapConverter();
}
/// <summary>
/// A derivable HitRenderer that manages the Playfield and HitObjects.
/// </summary>
/// <typeparam name="TObject">The type of HitObject contained by this HitRenderer.</typeparam>
/// <typeparam name="TJudgement">The type of Judgement of DrawableHitObjects contained by this HitRenderer.</typeparam>
public abstract class HitRenderer<TObject, TJudgement> : HitRenderer<TObject>
where TObject : HitObject
where TJudgement : Judgement
{
public event Action<TJudgement> OnJudgement;
public sealed override bool ProvidingUserCursor => !HasReplayLoaded && Playfield.ProvidingUserCursor;
/// <summary>
/// All the converted hit objects contained by this hit renderer.
/// </summary>
public new IEnumerable<TObject> Objects => Beatmap.HitObjects;
protected override bool AllObjectsJudged => drawableObjects.All(h => h.Judged);
/// <summary>
/// The playfield.
/// </summary>
protected Playfield<TObject, TJudgement> Playfield { get; private set; }
protected override Container<Drawable> Content => content;
private readonly Container content;
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private readonly List<DrawableHitObject<TObject, TJudgement>> drawableObjects = new List<DrawableHitObject<TObject, TJudgement>>();
/// <summary>
/// Creates a hit renderer for a beatmap.
/// </summary>
/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
protected HitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
: base(beatmap, isForCurrentRuleset)
{
InputManager.Add(content = new Container
{
RelativeSizeAxes = Axes.Both,
Children = new[] { KeyConversionInputManager }
});
AddInternal(InputManager);
}
[BackgroundDependencyLoader]
private void load()
{
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KeyConversionInputManager.Add(Playfield = CreatePlayfield());
loadObjects();
if (InputManager?.ReplayInputHandler != null)
InputManager.ReplayInputHandler.ToScreenSpace = Playfield.ScaledContent.ToScreenSpace;
}
/// <summary>
/// Creates and adds drawable representations of hit objects to the play field.
/// </summary>
private void loadObjects()
{
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drawableObjects.Capacity = Beatmap.HitObjects.Count;
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foreach (TObject h in Beatmap.HitObjects)
{
var drawableObject = GetVisualRepresentation(h);
if (drawableObject == null)
continue;
drawableObject.OnJudgement += onJudgement;
drawableObjects.Add(drawableObject);
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Playfield.Add(drawableObject);
}
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Playfield.PostProcess();
}
protected override void Update()
{
base.Update();
Playfield.Size = AspectAdjust ? GetPlayfieldAspectAdjust() : Vector2.One;
}
/// <summary>
/// In some cases we want to apply changes to the relative size of our contained <see cref="Playfield{TObject, TJudgement}"/> based on custom conditions.
/// </summary>
/// <returns></returns>
protected virtual Vector2 GetPlayfieldAspectAdjust() => new Vector2(0.75f); //a sane default
/// <summary>
/// Triggered when an object's Judgement is updated.
/// </summary>
/// <param name="judgedObject">The object that Judgement has been updated for.</param>
private void onJudgement(DrawableHitObject<TObject, TJudgement> judgedObject)
{
Playfield.OnJudgement(judgedObject);
OnJudgement?.Invoke(judgedObject.Judgement);
CheckAllJudged();
}
/// <summary>
/// Creates a DrawableHitObject from a HitObject.
/// </summary>
/// <param name="h">The HitObject to make drawable.</param>
/// <returns>The DrawableHitObject.</returns>
protected abstract DrawableHitObject<TObject, TJudgement> GetVisualRepresentation(TObject h);
/// <summary>
/// Creates a Playfield.
/// </summary>
/// <returns>The Playfield.</returns>
protected abstract Playfield<TObject, TJudgement> CreatePlayfield();
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}
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/// <summary>
/// A derivable HitRenderer that manages the Playfield and HitObjects.
/// </summary>
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/// <typeparam name="TPlayfield">The type of Playfield contained by this HitRenderer.</typeparam>
/// <typeparam name="TObject">The type of HitObject contained by this HitRenderer.</typeparam>
/// <typeparam name="TJudgement">The type of Judgement of DrawableHitObjects contained by this HitRenderer.</typeparam>
public abstract class HitRenderer<TPlayfield, TObject, TJudgement> : HitRenderer<TObject, TJudgement>
where TObject : HitObject
where TJudgement : Judgement
where TPlayfield : Playfield<TObject, TJudgement>
{
/// <summary>
/// The playfield.
/// </summary>
protected new TPlayfield Playfield => (TPlayfield)base.Playfield;
/// <summary>
/// Creates a hit renderer for a beatmap.
/// </summary>
/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
protected HitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
: base(beatmap, isForCurrentRuleset)
{
}
}
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public class BeatmapInvalidForRulesetException : ArgumentException
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{
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public BeatmapInvalidForRulesetException(string text)
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: base(text)
{
}
}
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}