using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Lists;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.IO.Serialization;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Timing;
namespace osu.Game.Rulesets.UI
{
///
/// A type of that supports speed adjustments in some capacity.
///
public abstract class SpeedAdjustedHitRenderer : HitRenderer
where TObject : HitObject
where TJudgement : Judgement
{
protected readonly SortedList DefaultControlPoints = new SortedList(Comparer.Default);
public SpeedAdjustedHitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
: base(beatmap, isForCurrentRuleset)
{
}
[BackgroundDependencyLoader]
private void load()
{
ApplySpeedAdjustments();
}
protected override void ApplyBeatmap()
{
// Calculate default multiplier control points
var lastTimingPoint = new TimingControlPoint();
var lastDifficultyPoint = new DifficultyControlPoint();
// Merge timing + difficulty points
var allPoints = new SortedList(Comparer.Default);
allPoints.AddRange(Beatmap.ControlPointInfo.TimingPoints);
allPoints.AddRange(Beatmap.ControlPointInfo.DifficultyPoints);
// Generate the timing points, making non-timing changes use the previous timing change
var timingChanges = allPoints.Select(c =>
{
var timingPoint = c as TimingControlPoint;
var difficultyPoint = c as DifficultyControlPoint;
if (timingPoint != null)
lastTimingPoint = timingPoint;
if (difficultyPoint != null)
lastDifficultyPoint = difficultyPoint;
return new MultiplierControlPoint(c.Time)
{
TimingPoint = lastTimingPoint,
DifficultyPoint = lastDifficultyPoint
};
});
double lastObjectTime = (Objects.LastOrDefault() as IHasEndTime)?.EndTime ?? Objects.LastOrDefault()?.StartTime ?? double.MaxValue;
// Perform some post processing of the timing changes
timingChanges = timingChanges
// Collapse sections after the last hit object
.Where(s => s.StartTime <= lastObjectTime)
// Collapse sections with the same start time
.GroupBy(s => s.StartTime).Select(g => g.Last()).OrderBy(s => s.StartTime)
// Collapse sections with the same beat length
.GroupBy(s => s.TimingPoint.BeatLength * s.DifficultyPoint.SpeedMultiplier).Select(g => g.First());
DefaultControlPoints.AddRange(timingChanges);
}
///
/// Generates a control point with the default timing change/difficulty change from the beatmap at a time.
///
/// The time to create the control point at.
/// The at .
public MultiplierControlPoint CreateControlPointAt(double time)
{
if (DefaultControlPoints.Count == 0)
return new MultiplierControlPoint(time);
int index = DefaultControlPoints.BinarySearch(new MultiplierControlPoint(time));
if (index < 0)
return new MultiplierControlPoint(time);
return new MultiplierControlPoint(time, DefaultControlPoints[index].DeepClone());
}
///
/// Applies speed changes to the playfield.
///
protected abstract void ApplySpeedAdjustments();
}
}