// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using System.Collections.Generic; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Input; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.Input.Handlers; using osu.Game.Replays; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Taiko.Beatmaps; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.Replays; using osu.Game.Rulesets.Timing; using osu.Game.Rulesets.UI; using osu.Game.Rulesets.UI.Scrolling; using osu.Game.Scoring; using osu.Game.Skinning; using osuTK; namespace osu.Game.Rulesets.Taiko.UI { public partial class DrawableTaikoRuleset : DrawableScrollingRuleset { public new BindableDouble TimeRange => base.TimeRange; public readonly BindableBool LockPlayfieldAspectRange = new BindableBool(true); public new TaikoInputManager KeyBindingInputManager => (TaikoInputManager)base.KeyBindingInputManager; protected override bool UserScrollSpeedAdjustment => false; private SkinnableDrawable scroller; public DrawableTaikoRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList mods = null) : base(ruleset, beatmap, mods) { Direction.Value = ScrollingDirection.Left; VisualisationMethod = ScrollVisualisationMethod.Overlapping; } [BackgroundDependencyLoader] private void load() { new BarLineGenerator(Beatmap).BarLines.ForEach(bar => Playfield.Add(bar)); FrameStableComponents.Add(scroller = new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.Scroller), _ => Empty()) { RelativeSizeAxes = Axes.X, Depth = float.MaxValue }); KeyBindingInputManager.Add(new DrumTouchInputArea()); } protected override void Update() { base.Update(); TimeRange.Value = ComputeTimeRange(); } protected virtual double ComputeTimeRange() { // Taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened. const float scroll_rate = 10; // Since the time range will depend on a positional value, it is referenced to the x480 pixel space. // Width is used because it defines how many notes fit on the playfield. // We clamp the ratio to the maximum aspect ratio to keep scroll speed consistent on widths lower than the default. float ratio = Math.Max(DrawSize.X / 768f, TaikoPlayfieldAdjustmentContainer.MAXIMUM_ASPECT); // Stable internally increased the slider velocity of objects by a factor of `VELOCITY_MULTIPLIER`. // To simulate this, we shrink the time range by that factor here. // This, when combined with the rest of the scrolling ruleset machinery (see `MultiplierControlPoint` et al.), // has the effect of increasing each multiplier control point's multiplier by `VELOCITY_MULTIPLIER`, ensuring parity with stable. return (Playfield.HitObjectContainer.DrawWidth / ratio) * scroll_rate / TaikoBeatmapConverter.VELOCITY_MULTIPLIER; } protected override void UpdateAfterChildren() { base.UpdateAfterChildren(); var playfieldScreen = Playfield.ScreenSpaceDrawQuad; scroller.Height = ToLocalSpace(playfieldScreen.TopLeft + new Vector2(0, playfieldScreen.Height / 20)).Y; } public MultiplierControlPoint ControlPointAt(double time) { int result = ControlPoints.BinarySearch(new MultiplierControlPoint(time)); if (result < 0) result = Math.Clamp(~result - 1, 0, ControlPoints.Count); return ControlPoints[result]; } public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new TaikoPlayfieldAdjustmentContainer { LockPlayfieldAspectRange = { BindTarget = LockPlayfieldAspectRange } }; protected override PassThroughInputManager CreateInputManager() => new TaikoInputManager(Ruleset.RulesetInfo); protected override Playfield CreatePlayfield() => new TaikoPlayfield(); public override DrawableHitObject CreateDrawableRepresentation(TaikoHitObject h) => null; protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new TaikoFramedReplayInputHandler(replay); protected override ReplayRecorder CreateReplayRecorder(Score score) => new TaikoReplayRecorder(score); } }