// 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.Linq; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Game.Audio; using osu.Game.Rulesets.Mania.Skinning.Default; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.UI.Scrolling; using osu.Game.Screens.Play; using osu.Game.Skinning; using osuTK; namespace osu.Game.Rulesets.Mania.Objects.Drawables { /// /// Visualises a hit object. /// public partial class DrawableHoldNote : DrawableManiaHitObject, IKeyBindingHandler { public override bool DisplayResult => false; public IBindable IsHitting => isHitting; private readonly Bindable isHitting = new Bindable(); public DrawableHoldNoteHead Head => headContainer.Child; public DrawableHoldNoteTail Tail => tailContainer.Child; public DrawableHoldNoteBody Body => bodyContainer.Child; private Container headContainer; private Container tailContainer; private Container bodyContainer; private PausableSkinnableSound slidingSample; /// /// Contains the size of the hold note covering the whole head/tail bounds. The size of this container changes as the hold note is being pressed. /// private Container sizingContainer; /// /// Contains the contents of the hold note that should be masked as the hold note is being pressed. Follows changes in the size of . /// private Container maskingContainer; private SkinnableDrawable bodyPiece; /// /// Time at which the user started holding this hold note. Null if the user is not holding this hold note. /// public double? HoldStartTime { get; private set; } /// /// Used to decide whether to visually clamp the hold note to the judgement line. /// private double? releaseTime; public DrawableHoldNote() : this(null) { } public DrawableHoldNote(HoldNote hitObject) : base(hitObject) { } [BackgroundDependencyLoader] private void load() { Container maskedContents; AddRangeInternal(new Drawable[] { sizingContainer = new Container { RelativeSizeAxes = Axes.Both, Children = new Drawable[] { maskingContainer = new Container { RelativeSizeAxes = Axes.Both, Child = maskedContents = new Container { RelativeSizeAxes = Axes.Both, Masking = true, } }, headContainer = new Container { RelativeSizeAxes = Axes.Both } } }, bodyContainer = new Container { RelativeSizeAxes = Axes.Both }, bodyPiece = new SkinnableDrawable(new ManiaSkinComponentLookup(ManiaSkinComponents.HoldNoteBody), _ => new DefaultBodyPiece { RelativeSizeAxes = Axes.Both, }) { RelativeSizeAxes = Axes.X }, tailContainer = new Container { RelativeSizeAxes = Axes.Both }, slidingSample = new PausableSkinnableSound { Looping = true, MinimumSampleVolume = MINIMUM_SAMPLE_VOLUME, } }); maskedContents.AddRange(new[] { bodyPiece.CreateProxy(), tailContainer.CreateProxy(), }); } protected override void LoadComplete() { base.LoadComplete(); isHitting.BindValueChanged(updateSlidingSample, true); } protected override void OnApply() { base.OnApply(); sizingContainer.Size = Vector2.One; HoldStartTime = null; releaseTime = null; } protected override void AddNestedHitObject(DrawableHitObject hitObject) { base.AddNestedHitObject(hitObject); switch (hitObject) { case DrawableHoldNoteHead head: headContainer.Child = head; break; case DrawableHoldNoteTail tail: tailContainer.Child = tail; break; case DrawableHoldNoteBody body: bodyContainer.Child = body; break; } } protected override void ClearNestedHitObjects() { base.ClearNestedHitObjects(); headContainer.Clear(false); tailContainer.Clear(false); bodyContainer.Clear(false); } protected override DrawableHitObject CreateNestedHitObject(HitObject hitObject) { switch (hitObject) { case TailNote tail: return new DrawableHoldNoteTail(tail); case HeadNote head: return new DrawableHoldNoteHead(head); case HoldNoteBody body: return new DrawableHoldNoteBody(body); } return base.CreateNestedHitObject(hitObject); } protected override void OnDirectionChanged(ValueChangedEvent e) { base.OnDirectionChanged(e); if (e.NewValue == ScrollingDirection.Up) { bodyPiece.Anchor = bodyPiece.Origin = Anchor.TopLeft; sizingContainer.Anchor = sizingContainer.Origin = Anchor.BottomLeft; } else { bodyPiece.Anchor = bodyPiece.Origin = Anchor.BottomLeft; sizingContainer.Anchor = sizingContainer.Origin = Anchor.TopLeft; } } public override void PlaySamples() { // Samples are played by the head/tail notes. } public override void OnKilled() { base.OnKilled(); (bodyPiece.Drawable as IHoldNoteBody)?.Recycle(); } protected override void Update() { base.Update(); if (Time.Current < releaseTime) releaseTime = null; if (Time.Current < HoldStartTime) endHold(); // Pad the full size container so its contents (i.e. the masking container) reach under the tail. // This is required for the tail to not be masked away, since it lies outside the bounds of the hold note. sizingContainer.Padding = new MarginPadding { Top = Direction.Value == ScrollingDirection.Down ? -Tail.Height : 0, Bottom = Direction.Value == ScrollingDirection.Up ? -Tail.Height : 0, }; // Pad the masking container to the starting position of the body piece (half-way under the head). // This is required to make the body start getting masked immediately as soon as the note is held. maskingContainer.Padding = new MarginPadding { Top = Direction.Value == ScrollingDirection.Up ? Head.Height / 2 : 0, Bottom = Direction.Value == ScrollingDirection.Down ? Head.Height / 2 : 0, }; // Position and resize the body to lie half-way under the head and the tail notes. // The rationale for this is account for heads/tails with corner radius. bodyPiece.Y = (Direction.Value == ScrollingDirection.Up ? 1 : -1) * Head.Height / 2; bodyPiece.Height = DrawHeight - Head.Height / 2 + Tail.Height / 2; if (Time.Current >= HitObject.StartTime) { // As the note is being held, adjust the size of the sizing container. This has two effects: // 1. The contained masking container will mask the body and ticks. // 2. The head note will move along with the new "head position" in the container. // // As per stable, this should not apply for early hits, waiting until the object starts to touch the // judgement area first. if (Head.IsHit && releaseTime == null && DrawHeight > 0) { // How far past the hit target this hold note is. float yOffset = Direction.Value == ScrollingDirection.Up ? -Y : Y; sizingContainer.Height = 1 - yOffset / DrawHeight; } } else sizingContainer.Height = 1; } protected override void CheckForResult(bool userTriggered, double timeOffset) { if (Tail.AllJudged) { if (Tail.IsHit) ApplyResult(r => r.Type = r.Judgement.MaxResult); else MissForcefully(); } // Make sure that the hold note is fully judged by giving the body a judgement. if (Tail.AllJudged && !Body.AllJudged) Body.TriggerResult(Tail.IsHit); } public override void MissForcefully() { base.MissForcefully(); // Important that this is always called when a result is applied. endHold(); } public bool OnPressed(KeyBindingPressEvent e) { if (AllJudged) return false; if (e.Action != Action.Value) return false; // do not run any of this logic when rewinding, as it inverts order of presses/releases. if ((Clock as IGameplayClock)?.IsRewinding == true) return false; if (CheckHittable?.Invoke(this, Time.Current) == false) return false; // The tail has a lenience applied to it which is factored into the miss window (i.e. the miss judgement will be delayed). // But the hold cannot ever be started within the late-lenience window, so we should skip trying to begin the hold during that time. // Note: Unlike below, we use the tail's start time to determine the time offset. if (Time.Current > Tail.HitObject.StartTime && !Tail.HitObject.HitWindows.CanBeHit(Time.Current - Tail.HitObject.StartTime)) return false; beginHoldAt(Time.Current - Head.HitObject.StartTime); return Head.UpdateResult(); } private void beginHoldAt(double timeOffset) { if (timeOffset < -Head.HitObject.HitWindows.WindowFor(HitResult.Miss)) return; HoldStartTime = Time.Current; isHitting.Value = true; } public void OnReleased(KeyBindingReleaseEvent e) { if (AllJudged) return; if (e.Action != Action.Value) return; // do not run any of this logic when rewinding, as it inverts order of presses/releases. if ((Clock as IGameplayClock)?.IsRewinding == true) return; // When our action is released and we are in the middle of a hold, there's a chance that // the user has released too early (before the tail). // // In such a case, we want to record this against the DrawableHoldNoteBody. if (HoldStartTime != null) { Tail.UpdateResult(); Body.TriggerResult(Tail.IsHit); endHold(); releaseTime = Time.Current; } } private void endHold() { HoldStartTime = null; isHitting.Value = false; } protected override void LoadSamples() { // Note: base.LoadSamples() isn't called since the slider plays the tail's hitsounds for the time being. slidingSample.Samples = HitObject.CreateSlidingSamples().Cast().ToArray(); } public override void StopAllSamples() { base.StopAllSamples(); slidingSample?.Stop(); } private void updateSlidingSample(ValueChangedEvent tracking) { if (tracking.NewValue) slidingSample?.Play(); else slidingSample?.Stop(); } protected override void OnFree() { slidingSample.ClearSamples(); base.OnFree(); } } }