// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using osu.Framework.Extensions.Color4Extensions; using osu.Game.Rulesets.Objects.Drawables; using osu.Framework.Graphics; using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces; using OpenTK.Graphics; using OpenTK; using osu.Framework.Graphics.Containers; using osu.Game.Rulesets.Mania.Judgements; using osu.Framework.Extensions.IEnumerableExtensions; using osu.Framework.Graphics.Shapes; using osu.Framework.Input.Bindings; namespace osu.Game.Rulesets.Mania.Objects.Drawables { /// /// Visualises a hit object. /// public class DrawableHoldNote : DrawableManiaHitObject, IKeyBindingHandler { private readonly DrawableNote head; private readonly DrawableNote tail; private readonly BodyPiece bodyPiece; private readonly Container tickContainer; private readonly Container glowContainer; /// /// Time at which the user started holding this hold note. Null if the user is not holding this hold note. /// private double? holdStartTime; /// /// Whether the hold note has been released too early and shouldn't give full score for the release. /// private bool hasBroken; public DrawableHoldNote(HoldNote hitObject, ManiaAction action) : base(hitObject, action) { RelativeSizeAxes = Axes.Both; Height = (float)HitObject.Duration; AddRange(new Drawable[] { // For now the body piece covers the entire height of the container // whereas possibly in the future we don't want to extend under the head/tail. // This will be fixed when new designs are given or the current design is finalized. bodyPiece = new BodyPiece { Anchor = Anchor.TopCentre, Origin = Anchor.TopCentre, RelativeSizeAxes = Axes.X, }, tickContainer = new Container { RelativeSizeAxes = Axes.Both, RelativeChildOffset = new Vector2(0, (float)HitObject.StartTime), RelativeChildSize = new Vector2(1, (float)HitObject.Duration) }, head = new DrawableHeadNote(this, action) { Anchor = Anchor.TopCentre, Origin = Anchor.TopCentre }, tail = new DrawableTailNote(this, action) { Anchor = Anchor.BottomCentre, Origin = Anchor.TopCentre }, glowContainer = new Container { RelativeSizeAxes = Axes.X, Masking = true, Child = new Box { RelativeSizeAxes = Axes.Both, Alpha = 0, AlwaysPresent = true } } }); foreach (var tick in HitObject.Ticks) { var drawableTick = new DrawableHoldNoteTick(tick) { HoldStartTime = () => holdStartTime }; tickContainer.Add(drawableTick); AddNested(drawableTick); } AddNested(head); AddNested(tail); } public override Color4 AccentColour { get { return base.AccentColour; } set { if (base.AccentColour == value) return; base.AccentColour = value; tickContainer.Children.ForEach(t => t.AccentColour = value); bodyPiece.AccentColour = value; head.AccentColour = value; tail.AccentColour = value; } } protected override void UpdateState(ArmedState state) { } protected override void Update() { base.Update(); bodyPiece.Y = head.Height; bodyPiece.Height = DrawHeight - head.Height; glowContainer.Height = DrawHeight + tail.Height; glowContainer.EdgeEffect = new EdgeEffectParameters { Type = EdgeEffectType.Glow, Colour = AccentColour.Opacity(0.5f), Radius = 10, Hollow = true, }; } public bool OnPressed(ManiaAction action) { // Make sure the action happened within the body of the hold note if (Time.Current < HitObject.StartTime || Time.Current > HitObject.EndTime) return false; if (action != Action) return false; // The user has pressed during the body of the hold note, after the head note and its hit windows have passed // and within the limited range of the above if-statement. This state will be managed by the head note if the // user has pressed during the hit windows of the head note. holdStartTime = Time.Current; return true; } public bool OnReleased(ManiaAction action) { // Make sure that the user started holding the key during the hold note if (!holdStartTime.HasValue) return false; if (action != Action) return false; holdStartTime = null; // If the key has been released too early, the user should not receive full score for the release if (!tail.Judged) hasBroken = true; return true; } /// /// The head note of a hold. /// private class DrawableHeadNote : DrawableNote { private readonly DrawableHoldNote holdNote; public DrawableHeadNote(DrawableHoldNote holdNote, ManiaAction action) : base(holdNote.HitObject.Head, action) { this.holdNote = holdNote; RelativePositionAxes = Axes.None; Y = 0; HasOwnGlow = false; } public override bool OnPressed(ManiaAction action) { if (!base.OnPressed(action)) return false; // We only want to trigger a holding state from the head if the head has received a judgement if (!Judged) return false; // If the key has been released too early, the user should not receive full score for the release if (Judgement.Result == HitResult.Miss) holdNote.hasBroken = true; // The head note also handles early hits before the body, but we want accurate early hits to count as the body being held // The body doesn't handle these early early hits, so we have to explicitly set the holding state here holdNote.holdStartTime = Time.Current; return true; } } /// /// The tail note of a hold. /// private class DrawableTailNote : DrawableNote { private readonly DrawableHoldNote holdNote; public DrawableTailNote(DrawableHoldNote holdNote, ManiaAction action) : base(holdNote.HitObject.Tail, action) { this.holdNote = holdNote; RelativePositionAxes = Axes.None; Y = 0; HasOwnGlow = false; } protected override ManiaJudgement CreateJudgement() => new HoldNoteTailJudgement(); protected override void CheckJudgement(bool userTriggered) { base.CheckJudgement(userTriggered); var tailJudgement = Judgement as HoldNoteTailJudgement; if (tailJudgement == null) return; tailJudgement.HasBroken = holdNote.hasBroken; } public override bool OnPressed(ManiaAction action) => false; // Tail doesn't handle key down public override bool OnReleased(ManiaAction action) { // Make sure that the user started holding the key during the hold note if (!holdNote.holdStartTime.HasValue) return false; if (Judgement.Result != HitResult.None) return false; if (action != Action) return false; UpdateJudgement(true); // Handled by the hold note, which will set holding = false return false; } } } }