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Hook up beatmap object density to progress display.
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parent
6421f040dd
commit
acd7a5b254
@ -5,6 +5,7 @@ using System.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Framework.MathUtils;
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using osu.Framework.Testing;
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using osu.Game.Modes.Objects;
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using osu.Game.Screens.Play;
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namespace osu.Desktop.VisualTests.Tests
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@ -35,13 +36,11 @@ namespace osu.Desktop.VisualTests.Tests
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private void displayNewValues()
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{
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List<int> newValues = new List<int>();
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for (int i = 0; i < 1000; i++)
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{
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newValues.Add(RNG.Next(0, 6));
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}
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List<HitObject> objects = new List<HitObject>();
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for (double i = 0; i < 2000; i += RNG.NextDouble() * 10 + i / 1000)
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objects.Add(new HitObject { StartTime = i });
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progress.Values = newValues.ToArray();
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progress.Objects = objects;
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progress.Progress = RNG.NextDouble();
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}
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}
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@ -58,6 +58,8 @@ namespace osu.Game.Modes.UI
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/// </summary>
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public bool HasReplayLoaded => InputManager.ReplayInputHandler != null;
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public abstract IEnumerable<HitObject> Objects { get; }
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/// <summary>
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/// Whether all the HitObjects have been judged.
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/// </summary>
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@ -185,6 +187,8 @@ namespace osu.Game.Modes.UI
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private readonly Container content;
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public override IEnumerable<HitObject> Objects => Beatmap.HitObjects;
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protected HitRenderer(WorkingBeatmap beatmap)
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: base(beatmap)
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{
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@ -57,8 +57,6 @@ namespace osu.Game.Modes.UI
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.X,
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Depth = -2, //todo: find out why this doesn't put progress on top of PauseOverlay
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Values = new[] { 3 }, //todo: removeme
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};
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}
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}
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@ -63,9 +63,7 @@ namespace osu.Game.Screens.Play
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuConfigManager config)
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{
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var beatmap = Beatmap.Beatmap;
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if (beatmap.BeatmapInfo?.Mode > PlayMode.Taiko)
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if (Beatmap.Beatmap.BeatmapInfo?.Mode > PlayMode.Taiko)
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{
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//we only support osu! mode for now because the hitobject parsing is crappy and needs a refactor.
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Exit();
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@ -125,7 +123,8 @@ namespace osu.Game.Screens.Play
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hudOverlay.KeyCounter.Add(ruleset.CreateGameplayKeys());
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hudOverlay.BindProcessor(scoreProcessor);
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hudOverlay.BindHitRenderer(HitRenderer);
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hudOverlay.Progress.Hide();
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hudOverlay.Progress.Objects = HitRenderer.Objects;
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//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
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HitRenderer.OnAllJudged += onCompletion;
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@ -6,8 +6,12 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using System;
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using System.Collections.Generic;
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using osu.Game.Graphics;
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using osu.Framework.Allocation;
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using System.Linq;
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using osu.Game.Modes.Objects;
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using osu.Game.Modes.Objects.Types;
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namespace osu.Game.Screens.Play
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{
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@ -37,10 +41,31 @@ namespace osu.Game.Screens.Play
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}
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}
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public int[] Values
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public IEnumerable<HitObject> Objects
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{
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get { return graph.Values; }
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set { graph.Values = value; }
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set
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{
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var objects = value;
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const int granularity = 200;
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var lastHit = ((objects.Last() as IHasEndTime)?.EndTime ?? objects.Last().StartTime) + 1;
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var interval = lastHit / granularity;
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var values = new int[granularity];
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foreach (var h in objects)
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{
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IHasEndTime end = h as IHasEndTime;
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int startRange = (int)(h.StartTime / interval);
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int endRange = (int)((end?.EndTime ?? h.StartTime) / interval);
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for (int i = startRange; i <= endRange; i++)
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values[i]++;
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}
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graph.Values = values;
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}
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}
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[BackgroundDependencyLoader]
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