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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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Dean Herbert 2024-01-26 17:17:49 +09:00 committed by GitHub
commit e78f0bc89b
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7 changed files with 78 additions and 77 deletions

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@ -1,17 +1,19 @@
// 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.
using System;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Taiko.Beatmaps;
using osu.Game.Rulesets.Taiko.UI;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Tests.Visual;
using osuTK;
namespace osu.Game.Rulesets.Taiko.Tests.Skinning
{
@ -37,11 +39,14 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
Beatmap.Value.Track.Start();
});
AddStep("Load playfield", () => SetContents(_ => new TaikoPlayfield
AddStep("Load playfield", () => SetContents(_ => new Container
{
Height = 0.2f,
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(2f, 1f),
Scale = new Vector2(0.5f),
Child = new TaikoPlayfieldAdjustmentContainer { Child = new TaikoPlayfield() },
}));
}
@ -54,7 +59,20 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[Test]
public void TestHeightChanges()
{
AddRepeatStep("change height", () => this.ChildrenOfType<TaikoPlayfield>().ForEach(p => p.Height = Math.Max(0.2f, (p.Height + 0.2f) % 1f)), 50);
int value = 0;
AddRepeatStep("change height", () =>
{
value = (value + 1) % 5;
this.ChildrenOfType<TaikoPlayfieldAdjustmentContainer>().ForEach(p =>
{
var parent = (Container)p.Parent.AsNonNull();
parent.Scale = new Vector2(0.5f + 0.1f * value);
parent.Width = 1f / parent.Scale.X;
parent.Height = 0.5f / parent.Scale.Y;
});
}, 50);
}
[Test]

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@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Taiko.Edit.Blueprints
{
InternalChild = piece = new HitPiece
{
Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.DEFAULT_HEIGHT)
Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.BASE_HEIGHT)
};
}

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@ -39,15 +39,15 @@ namespace osu.Game.Rulesets.Taiko.Edit.Blueprints
{
headPiece = new HitPiece
{
Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.DEFAULT_HEIGHT)
Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.BASE_HEIGHT)
},
lengthPiece = new LengthPiece
{
Height = TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.DEFAULT_HEIGHT
Height = TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.BASE_HEIGHT
},
tailPiece = new HitPiece
{
Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.DEFAULT_HEIGHT)
Size = new Vector2(TaikoHitObject.DEFAULT_SIZE * TaikoPlayfield.BASE_HEIGHT)
}
};
}

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@ -63,7 +63,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
/// </param>
private Vector2 adjustSizeForPlayfieldAspectRatio(float size)
{
return new Vector2(0, size * taikoPlayfield.DrawHeight / TaikoPlayfield.DEFAULT_HEIGHT);
return new Vector2(0, size * taikoPlayfield.Parent!.Scale.Y);
}
protected override void UpdateFlashlightSize(float size)

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@ -5,7 +5,6 @@ using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Taiko.UI;
using osu.Game.Skinning;
using osuTK;
@ -13,47 +12,30 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
{
public partial class TaikoLegacyHitTarget : CompositeDrawable
{
private Container content = null!;
[BackgroundDependencyLoader]
private void load(ISkinSource skin)
{
RelativeSizeAxes = Axes.Both;
InternalChild = content = new Container
InternalChildren = new Drawable[]
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Children = new Drawable[]
new Sprite
{
new Sprite
{
Texture = skin.GetTexture("approachcircle"),
Scale = new Vector2(0.83f),
Alpha = 0.47f, // eyeballed to match stable
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
new Sprite
{
Texture = skin.GetTexture("taikobigcircle"),
Scale = new Vector2(0.8f),
Alpha = 0.22f, // eyeballed to match stable
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
}
Texture = skin.GetTexture("approachcircle"),
Scale = new Vector2(0.83f),
Alpha = 0.47f, // eyeballed to match stable
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
new Sprite
{
Texture = skin.GetTexture("taikobigcircle"),
Scale = new Vector2(0.8f),
Alpha = 0.22f, // eyeballed to match stable
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
};
}
protected override void Update()
{
base.Update();
// Relying on RelativeSizeAxes.Both + FillMode.Fit doesn't work due to the precise pixel layout requirements.
// This is a bit ugly but makes the non-legacy implementations a lot cleaner to implement.
content.Scale = new Vector2(DrawHeight / TaikoPlayfield.DEFAULT_HEIGHT);
}
}
}

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@ -21,16 +21,15 @@ using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Scoring;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Rulesets.Taiko.UI
{
public partial class TaikoPlayfield : ScrollingPlayfield
{
/// <summary>
/// Default height of a <see cref="TaikoPlayfield"/> when inside a <see cref="DrawableTaikoRuleset"/>.
/// Base height of a <see cref="TaikoPlayfield"/> when inside a <see cref="DrawableTaikoRuleset"/>.
/// </summary>
public const float DEFAULT_HEIGHT = 200;
public const float BASE_HEIGHT = 200;
/// <summary>
/// Whether the hit target should be nudged further towards the left area, matching the stable "classic" position.
@ -44,7 +43,6 @@ namespace osu.Game.Rulesets.Taiko.UI
private JudgementContainer<DrawableTaikoJudgement> judgementContainer = null!;
private ScrollingHitObjectContainer drumRollHitContainer = null!;
internal Drawable HitTarget = null!;
private SkinnableDrawable mascot = null!;
private JudgementPooler<DrawableTaikoJudgement> judgementPooler = null!;
private readonly IDictionary<HitResult, HitExplosionPool> explosionPools = new Dictionary<HitResult, HitExplosionPool>();
@ -59,13 +57,11 @@ namespace osu.Game.Rulesets.Taiko.UI
/// </remarks>
private BarLinePlayfield barLinePlayfield = null!;
private Container barLineContent = null!;
private Container hitObjectContent = null!;
private Container overlayContent = null!;
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
const float hit_target_width = BASE_HEIGHT;
inputDrum = new InputDrum
{
Anchor = Anchor.CentreLeft,
@ -89,7 +85,7 @@ namespace osu.Game.Rulesets.Taiko.UI
inputDrum.CreateProxy(),
}
},
mascot = new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.Mascot), _ => Empty())
new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.Mascot), _ => Empty())
{
Origin = Anchor.BottomLeft,
Anchor = Anchor.TopLeft,
@ -101,14 +97,13 @@ namespace osu.Game.Rulesets.Taiko.UI
{
Name = "Right area",
RelativeSizeAxes = Axes.Both,
RelativePositionAxes = Axes.Both,
Children = new Drawable[]
{
new Container
{
Name = "Elements before hit objects",
RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fit,
Name = "Elements behind hit objects",
RelativeSizeAxes = Axes.Y,
Width = hit_target_width,
Children = new[]
{
new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.KiaiGlow), _ => Empty())
@ -125,10 +120,11 @@ namespace osu.Game.Rulesets.Taiko.UI
}
}
},
barLineContent = new Container
new Container
{
Name = "Bar line content",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Left = hit_target_width / 2 },
Children = new Drawable[]
{
UnderlayElements = new Container
@ -138,17 +134,19 @@ namespace osu.Game.Rulesets.Taiko.UI
barLinePlayfield = new BarLinePlayfield(),
}
},
hitObjectContent = new Container
new Container
{
Name = "Masked hit objects content",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Left = hit_target_width / 2 },
Masking = true,
Child = HitObjectContainer,
},
overlayContent = new Container
new Container
{
Name = "Elements after hit objects",
Name = "Overlay content",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Left = hit_target_width / 2 },
Children = new Drawable[]
{
drumRollHitContainer = new DrumRollHitContainer(),
@ -226,14 +224,8 @@ namespace osu.Game.Rulesets.Taiko.UI
{
base.Update();
// Padding is required to be updated for elements which are based on "absolute" X sized elements.
// This is basically allowing for correct alignment as relative pieces move around them.
rightArea.Padding = new MarginPadding { Left = inputDrum.Width };
barLineContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
hitObjectContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
overlayContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
mascot.Scale = new Vector2(DrawHeight / DEFAULT_HEIGHT);
// todo: input drum width should be constant.
rightArea.Padding = new MarginPadding { Left = inputDrum.DrawWidth };
}
#region Pooling support

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@ -5,23 +5,31 @@ using System;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Rulesets.UI;
using osuTK;
namespace osu.Game.Rulesets.Taiko.UI
{
public partial class TaikoPlayfieldAdjustmentContainer : PlayfieldAdjustmentContainer
{
private const float default_relative_height = TaikoPlayfield.DEFAULT_HEIGHT / 768;
public const float MAXIMUM_ASPECT = 16f / 9f;
public const float MINIMUM_ASPECT = 5f / 4f;
public readonly IBindable<bool> LockPlayfieldAspectRange = new BindableBool(true);
public TaikoPlayfieldAdjustmentContainer()
{
RelativeSizeAxes = Axes.X;
RelativePositionAxes = Axes.Y;
Height = TaikoPlayfield.BASE_HEIGHT;
}
protected override void Update()
{
base.Update();
float height = default_relative_height;
const float base_relative_height = TaikoPlayfield.BASE_HEIGHT / 768;
float relativeHeight = base_relative_height;
// Players coming from stable expect to be able to change the aspect ratio regardless of the window size.
// We originally wanted to limit this more, but there was considerable pushback from the community.
@ -33,19 +41,20 @@ namespace osu.Game.Rulesets.Taiko.UI
float currentAspect = Parent!.ChildSize.X / Parent!.ChildSize.Y;
if (currentAspect > MAXIMUM_ASPECT)
height *= currentAspect / MAXIMUM_ASPECT;
relativeHeight *= currentAspect / MAXIMUM_ASPECT;
else if (currentAspect < MINIMUM_ASPECT)
height *= currentAspect / MINIMUM_ASPECT;
relativeHeight *= currentAspect / MINIMUM_ASPECT;
}
// Limit the maximum relative height of the playfield to one-third of available area to avoid it masking out on extreme resolutions.
height = Math.Min(height, 1f / 3f);
Height = height;
relativeHeight = Math.Min(relativeHeight, 1f / 3f);
// Position the taiko playfield exactly one playfield from the top of the screen, if there is enough space for it.
// Note that the relative height cannot exceed one-third - if that limit is hit, the playfield will be exactly centered.
RelativePositionAxes = Axes.Y;
Y = height;
Y = relativeHeight;
Scale = new Vector2(Math.Max((Parent!.ChildSize.Y / 768f) * (relativeHeight / base_relative_height), 1f));
Width = 1 / Scale.X;
}
}
}