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Merge pull request #26631 from frenzibyte/refactor-taiko-playfield-layout
Rewrite osu!taiko playfield adjustment container to keep playfield height constant
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commit
e78f0bc89b
@ -1,17 +1,19 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Taiko.Beatmaps;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Tests.Visual;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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{
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@ -37,11 +39,14 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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Beatmap.Value.Track.Start();
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});
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AddStep("Load playfield", () => SetContents(_ => new TaikoPlayfield
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AddStep("Load playfield", () => SetContents(_ => new Container
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{
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Height = 0.2f,
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(2f, 1f),
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Scale = new Vector2(0.5f),
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Child = new TaikoPlayfieldAdjustmentContainer { Child = new TaikoPlayfield() },
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}));
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}
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@ -54,7 +59,20 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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[Test]
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public void TestHeightChanges()
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{
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AddRepeatStep("change height", () => this.ChildrenOfType<TaikoPlayfield>().ForEach(p => p.Height = Math.Max(0.2f, (p.Height + 0.2f) % 1f)), 50);
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int value = 0;
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AddRepeatStep("change height", () =>
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{
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value = (value + 1) % 5;
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this.ChildrenOfType<TaikoPlayfieldAdjustmentContainer>().ForEach(p =>
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{
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var parent = (Container)p.Parent.AsNonNull();
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parent.Scale = new Vector2(0.5f + 0.1f * value);
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parent.Width = 1f / parent.Scale.X;
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parent.Height = 0.5f / parent.Scale.Y;
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});
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}, 50);
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}
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[Test]
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@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Taiko.Edit.Blueprints
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{
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InternalChild = piece = new HitPiece
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{
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Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.DEFAULT_HEIGHT)
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Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.BASE_HEIGHT)
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};
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}
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@ -39,15 +39,15 @@ namespace osu.Game.Rulesets.Taiko.Edit.Blueprints
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{
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headPiece = new HitPiece
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{
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Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.DEFAULT_HEIGHT)
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Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.BASE_HEIGHT)
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},
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lengthPiece = new LengthPiece
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{
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Height = TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.DEFAULT_HEIGHT
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Height = TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.BASE_HEIGHT
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},
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tailPiece = new HitPiece
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{
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Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.DEFAULT_HEIGHT)
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Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.BASE_HEIGHT)
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}
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};
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}
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@ -63,7 +63,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
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/// </param>
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private Vector2 adjustSizeForPlayfieldAspectRatio(float size)
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{
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return new Vector2(0, size * taikoPlayfield.DrawHeight / TaikoPlayfield.DEFAULT_HEIGHT);
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return new Vector2(0, size * taikoPlayfield.Parent!.Scale.Y);
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}
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protected override void UpdateFlashlightSize(float size)
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@ -5,7 +5,6 @@ using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Skinning;
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using osuTK;
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@ -13,47 +12,30 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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{
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public partial class TaikoLegacyHitTarget : CompositeDrawable
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{
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private Container content = null!;
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin)
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{
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RelativeSizeAxes = Axes.Both;
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InternalChild = content = new Container
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InternalChildren = new Drawable[]
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Children = new Drawable[]
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new Sprite
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{
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new Sprite
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{
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Texture = skin.GetTexture("approachcircle"),
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Scale = new Vector2(0.83f),
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Alpha = 0.47f, // eyeballed to match stable
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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new Sprite
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{
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Texture = skin.GetTexture("taikobigcircle"),
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Scale = new Vector2(0.8f),
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Alpha = 0.22f, // eyeballed to match stable
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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}
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Texture = skin.GetTexture("approachcircle"),
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Scale = new Vector2(0.83f),
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Alpha = 0.47f, // eyeballed to match stable
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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new Sprite
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{
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Texture = skin.GetTexture("taikobigcircle"),
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Scale = new Vector2(0.8f),
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Alpha = 0.22f, // eyeballed to match stable
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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};
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}
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protected override void Update()
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{
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base.Update();
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// Relying on RelativeSizeAxes.Both + FillMode.Fit doesn't work due to the precise pixel layout requirements.
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// This is a bit ugly but makes the non-legacy implementations a lot cleaner to implement.
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content.Scale = new Vector2(DrawHeight / TaikoPlayfield.DEFAULT_HEIGHT);
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}
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}
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}
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@ -21,16 +21,15 @@ using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Scoring;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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public partial class TaikoPlayfield : ScrollingPlayfield
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{
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/// <summary>
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/// Default height of a <see cref="TaikoPlayfield"/> when inside a <see cref="DrawableTaikoRuleset"/>.
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/// Base height of a <see cref="TaikoPlayfield"/> when inside a <see cref="DrawableTaikoRuleset"/>.
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/// </summary>
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public const float DEFAULT_HEIGHT = 200;
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public const float BASE_HEIGHT = 200;
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/// <summary>
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/// Whether the hit target should be nudged further towards the left area, matching the stable "classic" position.
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@ -44,7 +43,6 @@ namespace osu.Game.Rulesets.Taiko.UI
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private JudgementContainer<DrawableTaikoJudgement> judgementContainer = null!;
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private ScrollingHitObjectContainer drumRollHitContainer = null!;
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internal Drawable HitTarget = null!;
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private SkinnableDrawable mascot = null!;
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private JudgementPooler<DrawableTaikoJudgement> judgementPooler = null!;
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private readonly IDictionary<HitResult, HitExplosionPool> explosionPools = new Dictionary<HitResult, HitExplosionPool>();
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@ -59,13 +57,11 @@ namespace osu.Game.Rulesets.Taiko.UI
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/// </remarks>
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private BarLinePlayfield barLinePlayfield = null!;
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private Container barLineContent = null!;
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private Container hitObjectContent = null!;
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private Container overlayContent = null!;
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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const float hit_target_width = BASE_HEIGHT;
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inputDrum = new InputDrum
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{
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Anchor = Anchor.CentreLeft,
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@ -89,7 +85,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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inputDrum.CreateProxy(),
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}
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},
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mascot = new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.Mascot), _ => Empty())
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new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.Mascot), _ => Empty())
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{
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.TopLeft,
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@ -101,14 +97,13 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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Name = "Right area",
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RelativeSizeAxes = Axes.Both,
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RelativePositionAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Container
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{
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Name = "Elements before hit objects",
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RelativeSizeAxes = Axes.Both,
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FillMode = FillMode.Fit,
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Name = "Elements behind hit objects",
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RelativeSizeAxes = Axes.Y,
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Width = hit_target_width,
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Children = new[]
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{
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new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.KiaiGlow), _ => Empty())
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@ -125,10 +120,11 @@ namespace osu.Game.Rulesets.Taiko.UI
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}
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}
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},
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barLineContent = new Container
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new Container
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{
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Name = "Bar line content",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Left = hit_target_width / 2 },
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Children = new Drawable[]
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{
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UnderlayElements = new Container
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@ -138,17 +134,19 @@ namespace osu.Game.Rulesets.Taiko.UI
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barLinePlayfield = new BarLinePlayfield(),
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}
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},
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hitObjectContent = new Container
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new Container
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{
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Name = "Masked hit objects content",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Left = hit_target_width / 2 },
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Masking = true,
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Child = HitObjectContainer,
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},
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overlayContent = new Container
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new Container
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{
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Name = "Elements after hit objects",
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Name = "Overlay content",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Left = hit_target_width / 2 },
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Children = new Drawable[]
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{
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drumRollHitContainer = new DrumRollHitContainer(),
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@ -226,14 +224,8 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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base.Update();
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// Padding is required to be updated for elements which are based on "absolute" X sized elements.
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// This is basically allowing for correct alignment as relative pieces move around them.
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rightArea.Padding = new MarginPadding { Left = inputDrum.Width };
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barLineContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
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hitObjectContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
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overlayContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
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mascot.Scale = new Vector2(DrawHeight / DEFAULT_HEIGHT);
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// todo: input drum width should be constant.
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rightArea.Padding = new MarginPadding { Left = inputDrum.DrawWidth };
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}
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#region Pooling support
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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public partial class TaikoPlayfieldAdjustmentContainer : PlayfieldAdjustmentContainer
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{
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private const float default_relative_height = TaikoPlayfield.DEFAULT_HEIGHT / 768;
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public const float MAXIMUM_ASPECT = 16f / 9f;
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public const float MINIMUM_ASPECT = 5f / 4f;
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public readonly IBindable<bool> LockPlayfieldAspectRange = new BindableBool(true);
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public TaikoPlayfieldAdjustmentContainer()
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{
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RelativeSizeAxes = Axes.X;
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RelativePositionAxes = Axes.Y;
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Height = TaikoPlayfield.BASE_HEIGHT;
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}
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protected override void Update()
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{
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base.Update();
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float height = default_relative_height;
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const float base_relative_height = TaikoPlayfield.BASE_HEIGHT / 768;
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float relativeHeight = base_relative_height;
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// Players coming from stable expect to be able to change the aspect ratio regardless of the window size.
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// We originally wanted to limit this more, but there was considerable pushback from the community.
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@ -33,19 +41,20 @@ namespace osu.Game.Rulesets.Taiko.UI
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float currentAspect = Parent!.ChildSize.X / Parent!.ChildSize.Y;
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if (currentAspect > MAXIMUM_ASPECT)
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height *= currentAspect / MAXIMUM_ASPECT;
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relativeHeight *= currentAspect / MAXIMUM_ASPECT;
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else if (currentAspect < MINIMUM_ASPECT)
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height *= currentAspect / MINIMUM_ASPECT;
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relativeHeight *= currentAspect / MINIMUM_ASPECT;
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}
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// Limit the maximum relative height of the playfield to one-third of available area to avoid it masking out on extreme resolutions.
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height = Math.Min(height, 1f / 3f);
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Height = height;
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relativeHeight = Math.Min(relativeHeight, 1f / 3f);
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// Position the taiko playfield exactly one playfield from the top of the screen, if there is enough space for it.
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// Note that the relative height cannot exceed one-third - if that limit is hit, the playfield will be exactly centered.
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RelativePositionAxes = Axes.Y;
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Y = height;
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Y = relativeHeight;
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Scale = new Vector2(Math.Max((Parent!.ChildSize.Y / 768f) * (relativeHeight / base_relative_height), 1f));
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Width = 1 / Scale.X;
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}
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}
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}
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