// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Game.Rulesets.Taiko.Beatmaps; using osu.Game.Rulesets.UI; using osuTK; namespace osu.Game.Rulesets.Taiko.UI { public partial class TaikoPlayfieldAdjustmentContainer : PlayfieldAdjustmentContainer { public const float MAXIMUM_ASPECT = 16f / 9f; public const float MINIMUM_ASPECT = 5f / 4f; private const float stable_gamefield_height = 480f; public readonly IBindable LockPlayfieldAspectRange = new BindableBool(true); public TaikoPlayfieldAdjustmentContainer() { RelativeSizeAxes = Axes.X; RelativePositionAxes = Axes.Y; Height = TaikoPlayfield.BASE_HEIGHT; // Matches stable, see https://github.com/peppy/osu-stable-reference/blob/7519cafd1823f1879c0d9c991ba0e5c7fd3bfa02/osu!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L514 Y = 135f / stable_gamefield_height; } protected override void Update() { base.Update(); 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. // // As a middle-ground, the aspect ratio can still be adjusted in the downwards direction but has a maximum limit. // This is still a bit weird, because readability changes with window size, but it is what it is. if (LockPlayfieldAspectRange.Value) { float currentAspect = Parent!.ChildSize.X / Parent!.ChildSize.Y; if (currentAspect > MAXIMUM_ASPECT) relativeHeight *= currentAspect / MAXIMUM_ASPECT; else if (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. relativeHeight = Math.Min(relativeHeight, 1f / 3f); Scale = new Vector2(Math.Max((Parent!.ChildSize.Y / 768f) * (relativeHeight / base_relative_height), 1f)); Width = 1 / Scale.X; } public double ComputeTimeRange() { float currentAspect = Parent!.ChildSize.X / Parent!.ChildSize.Y; if (LockPlayfieldAspectRange.Value) currentAspect = Math.Clamp(currentAspect, MINIMUM_ASPECT, MAXIMUM_ASPECT); // in a game resolution of 1024x768, stable's scrolling system consists of objects being placed 600px (widthScaled - 40) away from their hit location. // however, the point at which the object renders at the end of the screen is exactly x=640, but stable makes the object start moving from beyond the screen instead of the boundary point. // therefore, in lazer we have to adjust the "in length" so that it's in a 640px->160px fashion before passing it down as a "time range". // see stable's "in length": https://github.com/peppy/osu-stable-reference/blob/013c3010a9d495e3471a9c59518de17006f9ad89/osu!/GameplayElements/HitObjectManagerTaiko.cs#L168 const float stable_hit_location = 160f; float widthScaled = currentAspect * stable_gamefield_height; float inLength = widthScaled - stable_hit_location; // also in a game resolution of 1024x768, stable makes hit objects scroll from 760px->160px at a duration of 6000ms, divided by slider velocity (i.e. at a rate of 0.1px/ms) // compare: https://github.com/peppy/osu-stable-reference/blob/013c3010a9d495e3471a9c59518de17006f9ad89/osu!/GameplayElements/HitObjectManagerTaiko.cs#L218 // note: the variable "sv", in the linked reference, is equivalent to MultiplierControlPoint.Multiplier * 100, but since time range is agnostic of velocity, we replace "sv" with 100 below. float inMsLength = inLength / 100 * 1000; // stable multiplies the slider velocity by 1.4x for certain reasons, divide the time range by that factor to achieve similar result. // for references on how the factor is applied to the time range, see: // 1. https://github.com/peppy/osu-stable-reference/blob/013c3010a9d495e3471a9c59518de17006f9ad89/osu!/GameplayElements/HitObjectManagerTaiko.cs#L79 (DifficultySliderMultiplier multiplied by 1.4x) // 2. https://github.com/peppy/osu-stable-reference/blob/013c3010a9d495e3471a9c59518de17006f9ad89/osu!/GameplayElements/HitObjectManager.cs#L468-L470 (DifficultySliderMultiplier used to calculate SliderScoringPointDistance) // 3. https://github.com/peppy/osu-stable-reference/blob/013c3010a9d495e3471a9c59518de17006f9ad89/osu!/GameplayElements/HitObjectManager.cs#L248-L250 (SliderScoringPointDistance used to calculate slider velocity, i.e. the "sv" variable from above) inMsLength /= TaikoBeatmapConverter.VELOCITY_MULTIPLIER; return inMsLength; } } }