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osu-lazer/osu.Game.Rulesets.Osu/UI/OsuPlayfield.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;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
using osu.Framework.Allocation;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Legacy;
using osu.Game.Rulesets.Osu.Beatmaps;
using osu.Game.Rulesets.Osu.Configuration;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables.Connections;
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using osu.Game.Rulesets.Osu.UI.Cursor;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
using osuTK;
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namespace osu.Game.Rulesets.Osu.UI
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{
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[Cached]
public partial class OsuPlayfield : Playfield
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{
private readonly Container borderContainer;
private readonly PlayfieldBorder playfieldBorder;
private readonly ProxyContainer approachCircles;
private readonly ProxyContainer spinnerProxies;
private readonly JudgementContainer<DrawableOsuJudgement> judgementLayer;
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private readonly JudgementPooler<DrawableOsuJudgement> judgementPooler;
// For osu! gameplay, everything is always on screen.
// Skipping masking calculations improves performance in intense beatmaps (ie. https://osu.ppy.sh/beatmapsets/150945#osu/372245)
public override bool UpdateSubTreeMasking() => false;
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public SmokeContainer Smoke { get; }
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public FollowPointRenderer FollowPoints { get; }
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public static readonly Vector2 BASE_SIZE = new Vector2(512, 384);
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protected override GameplayCursorContainer? CreateCursor() => new OsuCursorContainer();
public override Quad SkinnableComponentScreenSpaceDrawQuad => playfieldBorder.ScreenSpaceDrawQuad;
private readonly Container judgementAboveHitObjectLayer;
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public OsuPlayfield()
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{
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Anchor = Anchor.Centre;
Origin = Anchor.Centre;
InternalChildren = new Drawable[]
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{
borderContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Child = playfieldBorder = new PlayfieldBorder { RelativeSizeAxes = Axes.Both },
},
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Smoke = new SmokeContainer { RelativeSizeAxes = Axes.Both },
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spinnerProxies = new ProxyContainer { RelativeSizeAxes = Axes.Both },
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FollowPoints = new FollowPointRenderer { RelativeSizeAxes = Axes.Both },
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judgementLayer = new JudgementContainer<DrawableOsuJudgement> { RelativeSizeAxes = Axes.Both },
HitObjectContainer,
judgementAboveHitObjectLayer = new Container { RelativeSizeAxes = Axes.Both },
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approachCircles = new ProxyContainer { RelativeSizeAxes = Axes.Both },
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};
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HitPolicy = new StartTimeOrderedHitPolicy();
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AddInternal(judgementPooler = new JudgementPooler<DrawableOsuJudgement>(new[]
{
HitResult.Great,
HitResult.Ok,
HitResult.Meh,
HitResult.Miss,
HitResult.LargeTickMiss,
HitResult.IgnoreMiss,
}, onJudgementLoaded));
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NewResult += onNewResult;
}
private IHitPolicy hitPolicy;
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public IHitPolicy HitPolicy
{
get => hitPolicy;
[MemberNotNull(nameof(hitPolicy))]
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set
{
hitPolicy = value ?? throw new ArgumentNullException(nameof(value));
hitPolicy.HitObjectContainer = HitObjectContainer;
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}
}
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protected override void OnNewDrawableHitObject(DrawableHitObject drawable)
{
((DrawableOsuHitObject)drawable).CheckHittable = hitPolicy.CheckHittable;
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Debug.Assert(!drawable.IsLoaded, $"Already loaded {nameof(DrawableHitObject)} is added to {nameof(OsuPlayfield)}");
drawable.OnLoadComplete += onDrawableHitObjectLoaded;
}
private void onDrawableHitObjectLoaded(Drawable drawable)
{
// note: `Slider`'s `ProxiedLayer` is added when its nested `DrawableHitCircle` is loaded.
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switch (drawable)
{
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case DrawableSpinner:
spinnerProxies.Add(drawable.CreateProxy());
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break;
case DrawableHitCircle hitCircle:
approachCircles.Add(hitCircle.ProxiedLayer.CreateProxy());
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break;
}
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}
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private void onJudgementLoaded(DrawableOsuJudgement judgement)
{
judgementAboveHitObjectLayer.Add(judgement.ProxiedAboveHitObjectsContent);
}
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[BackgroundDependencyLoader]
private void load(OsuRulesetConfigManager? config, IBeatmap? beatmap)
{
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config?.BindWith(OsuRulesetSetting.PlayfieldBorderStyle, playfieldBorder.PlayfieldBorderStyle);
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var osuBeatmap = (OsuBeatmap?)beatmap;
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RegisterPool<HitCircle, DrawableHitCircle>(20, 100);
// handle edge cases where a beatmap has a slider with many repeats.
int maxRepeatsOnOneSlider = 0;
int maxTicksOnOneSlider = 0;
if (osuBeatmap != null)
{
foreach (var slider in osuBeatmap.HitObjects.OfType<Slider>())
{
maxRepeatsOnOneSlider = Math.Max(maxRepeatsOnOneSlider, slider.RepeatCount);
maxTicksOnOneSlider = Math.Max(maxTicksOnOneSlider, slider.NestedHitObjects.OfType<SliderTick>().Count());
}
}
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RegisterPool<Slider, DrawableSlider>(20, 100);
RegisterPool<SliderHeadCircle, DrawableSliderHead>(20, 100);
RegisterPool<SliderTailCircle, DrawableSliderTail>(20, 100);
RegisterPool<SliderTick, DrawableSliderTick>(Math.Max(maxTicksOnOneSlider, 20), Math.Max(maxTicksOnOneSlider, 200));
RegisterPool<SliderRepeat, DrawableSliderRepeat>(Math.Max(maxRepeatsOnOneSlider, 20), Math.Max(maxRepeatsOnOneSlider, 200));
RegisterPool<Spinner, DrawableSpinner>(2, 20);
RegisterPool<SpinnerTick, DrawableSpinnerTick>(10, 200);
RegisterPool<SpinnerBonusTick, DrawableSpinnerBonusTick>(10, 200);
if (beatmap != null)
ApplyCircleSizeToPlayfieldBorder(beatmap);
}
protected void ApplyCircleSizeToPlayfieldBorder(IBeatmap beatmap)
{
borderContainer.Padding = new MarginPadding(OsuHitObject.OBJECT_RADIUS * -LegacyRulesetExtensions.CalculateScaleFromCircleSize(beatmap.Difficulty.CircleSize, true));
}
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protected override HitObjectLifetimeEntry CreateLifetimeEntry(HitObject hitObject) => new OsuHitObjectLifetimeEntry(hitObject);
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protected override void OnHitObjectAdded(HitObject hitObject)
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{
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base.OnHitObjectAdded(hitObject);
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FollowPoints.AddFollowPoints((OsuHitObject)hitObject);
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}
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protected override void OnHitObjectRemoved(HitObject hitObject)
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{
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base.OnHitObjectRemoved(hitObject);
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FollowPoints.RemoveFollowPoints((OsuHitObject)hitObject);
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}
private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)
{
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// Hitobjects that block future hits should miss previous hitobjects if they're hit out-of-order.
hitPolicy.HandleHit(judgedObject);
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if (!judgedObject.DisplayResult || !DisplayJudgements.Value)
return;
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var explosion = judgementPooler.Get(result.Type, doj => doj.Apply(result, judgedObject));
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if (explosion == null)
return;
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judgementLayer.Add(explosion);
// the proxied content is added to judgementAboveHitObjectLayer once, on first load, and never removed from it.
// ensure that ordering is consistent with expectations (latest judgement should be front-most).
judgementAboveHitObjectLayer.ChangeChildDepth(explosion.ProxiedAboveHitObjectsContent, (float)-result.TimeAbsolute);
}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => HitObjectContainer.ReceivePositionalInputAt(screenSpacePos);
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private OsuResumeOverlay.OsuResumeOverlayInputBlocker? resumeInputBlocker;
public void AttachResumeOverlayInputBlocker(OsuResumeOverlay.OsuResumeOverlayInputBlocker resumeInputBlocker)
{
Debug.Assert(this.resumeInputBlocker == null);
this.resumeInputBlocker = resumeInputBlocker;
AddInternal(resumeInputBlocker);
}
private partial class ProxyContainer : LifetimeManagementContainer
{
public void Add(Drawable proxy) => AddInternal(proxy);
}
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private class OsuHitObjectLifetimeEntry : HitObjectLifetimeEntry
{
public OsuHitObjectLifetimeEntry(HitObject hitObject)
: base(hitObject)
{
// Prevent past objects in idles states from remaining alive as their end times are skipped in non-frame-stable contexts.
LifetimeEnd = HitObject.GetEndTime() + HitObject.HitWindows.WindowFor(HitResult.Miss);
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}
protected override double InitialLifetimeOffset => ((OsuHitObject)HitObject).TimePreempt;
}
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}
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}