// 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.Collections.Generic; using System.Linq; using JetBrains.Annotations; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Primitives; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Game.Audio; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Skinning; using osuTK; namespace osu.Game.Rulesets.Taiko.Objects.Drawables { public abstract partial class DrawableTaikoHitObject : DrawableHitObject, IKeyBindingHandler { protected readonly Container Content; private readonly Container proxiedContent; private readonly Container nonProxiedContent; /// /// Whether the location of the hit should be snapped to the hit target before animating. /// /// /// This is how osu-stable worked, but notably is not how TnT works. /// Not snapping results in less visual feedback on hit accuracy. /// public bool SnapJudgementLocation { get; set; } protected DrawableTaikoHitObject([CanBeNull] TaikoHitObject hitObject) : base(hitObject) { AddRangeInternal(new[] { nonProxiedContent = new Container { RelativeSizeAxes = Axes.Both, Child = Content = new Container { RelativeSizeAxes = Axes.Both } }, proxiedContent = new ProxiedContentContainer { RelativeSizeAxes = Axes.Both } }); } /// /// is proxied into an upper layer. We don't want to get masked away otherwise would too. /// protected override bool ComputeIsMaskedAway(RectangleF maskingBounds) => false; private bool isProxied; /// /// Moves to a layer proxied above the playfield. /// Does nothing if content is already proxied. /// protected void ProxyContent() { if (isProxied) return; isProxied = true; nonProxiedContent.Remove(Content, false); proxiedContent.Add(Content); } /// /// Moves to the normal hitobject layer. /// Does nothing is content is not currently proxied. /// protected void UnproxyContent() { if (!isProxied) return; isProxied = false; proxiedContent.Remove(Content, false); nonProxiedContent.Add(Content); } /// /// Creates a proxy for the content of this . /// public Drawable CreateProxiedContent() => proxiedContent.CreateProxy(); public abstract bool OnPressed(KeyBindingPressEvent e); public virtual void OnReleased(KeyBindingReleaseEvent e) { } public override double LifetimeStart { get => base.LifetimeStart; set { base.LifetimeStart = value; proxiedContent.LifetimeStart = value; } } public override double LifetimeEnd { get => base.LifetimeEnd; set { base.LifetimeEnd = value; proxiedContent.LifetimeEnd = value; } } private partial class ProxiedContentContainer : Container { public override bool RemoveWhenNotAlive => false; } } public abstract partial class DrawableTaikoHitObject : DrawableTaikoHitObject where TObject : TaikoHitObject { public override Vector2 OriginPosition => new Vector2(DrawHeight / 2); public new TObject HitObject => (TObject)base.HitObject; protected Vector2 BaseSize; protected SkinnableDrawable MainPiece; protected DrawableTaikoHitObject([CanBeNull] TObject hitObject) : base(hitObject) { Anchor = Anchor.CentreLeft; Origin = Anchor.Custom; RelativeSizeAxes = Axes.Both; } protected override void OnApply() { base.OnApply(); // TODO: THIS CANNOT BE HERE, it makes pooling pointless (see https://github.com/ppy/osu/issues/21072). RecreatePieces(); } protected virtual void RecreatePieces() { Size = BaseSize = new Vector2(TaikoHitObject.DEFAULT_SIZE); if (MainPiece != null) Content.Remove(MainPiece, true); Content.Add(MainPiece = CreateMainPiece()); } // Most osu!taiko hitsounds are managed by the drum (see DrumSampleMapping). public override IEnumerable GetSamples() => Enumerable.Empty(); protected abstract SkinnableDrawable CreateMainPiece(); } }