// 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 System.Collections.Generic; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using osu.Framework.Input.Events; using osu.Framework.Input.States; using osu.Game.Beatmaps; using osu.Game.Graphics; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Scoring; using osu.Game.Screens.Utility.SampleComponents; using osuTK; namespace osu.Game.Screens.Utility { public partial class CircleGameplay : LatencySampleComponent { private int nextLocation; private readonly List hitEvents = new List(); private double? lastGeneratedBeatTime; private Container circles = null!; protected override void LoadComplete() { base.LoadComplete(); InternalChildren = new Drawable[] { circles = new Container { RelativeSizeAxes = Axes.Both, }, }; SampleBPM.BindValueChanged(_ => { circles.Clear(); lastGeneratedBeatTime = null; }); } protected override void UpdateAtLimitedRate(InputState inputState) { double beatLength = 60000 / SampleBPM.Value; int nextBeat = (int)(Clock.CurrentTime / beatLength) + 1; // We want to generate a few hit objects ahead of the current time (to allow them to animate). double generateUpTo = (nextBeat + 2) * beatLength; while (lastGeneratedBeatTime == null || lastGeneratedBeatTime < generateUpTo) { double time = ++nextBeat * beatLength; if (time <= lastGeneratedBeatTime) continue; newBeat(time); lastGeneratedBeatTime = time; } } private void newBeat(double time) { nextLocation++; Vector2 location; float adjust = SampleVisualSpacing.Value * 0.25f; float spacingLow = 0.5f - adjust; float spacingHigh = 0.5f + adjust; switch (nextLocation % 4) { default: location = new Vector2(spacingLow, spacingLow); break; case 1: location = new Vector2(spacingHigh, spacingHigh); break; case 2: location = new Vector2(spacingHigh, spacingLow); break; case 3: location = new Vector2(spacingLow, spacingHigh); break; } circles.Add(new SampleHitCircle(time) { RelativePositionAxes = Axes.Both, Position = location, Hit = hit, }); } private void hit(HitEvent h) { hitEvents.Add(h); } public partial class SampleHitCircle : LatencySampleComponent { public HitEvent? HitEvent; public Action? Hit { get; set; } public readonly double HitTime; private CircularContainer approach = null!; private Circle circle = null!; private const float size = 100; private const float duration = 200; public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => circle.ReceivePositionalInputAt(screenSpacePos); public SampleHitCircle(double hitTime) { HitTime = hitTime; Origin = Anchor.Centre; AutoSizeAxes = Axes.Both; AlwaysPresent = true; } [BackgroundDependencyLoader] private void load(OsuColour colours) { InternalChildren = new Drawable[] { circle = new Circle { Colour = OverlayColourProvider.Content1, Size = new Vector2(size), Anchor = Anchor.Centre, Origin = Anchor.Centre, }, approach = new CircularContainer { BorderColour = colours.Blue, Size = new Vector2(size), Masking = true, BorderThickness = 4, Anchor = Anchor.Centre, Origin = Anchor.Centre, Children = new Drawable[] { new Box { Alpha = 0, AlwaysPresent = true, RelativeSizeAxes = Axes.Both, }, } }, }; } protected override bool OnMouseDown(MouseDownEvent e) { if (HitEvent != null) return false; if (Math.Abs(Clock.CurrentTime - HitTime) > duration) return false; attemptHit(); return true; } protected override bool OnKeyDown(KeyDownEvent e) { if (!IsActive.Value) return false; if (Math.Abs(Clock.CurrentTime - HitTime) > duration) return false; if (IsHovered) attemptHit(); return base.OnKeyDown(e); } protected override void UpdateAtLimitedRate(InputState inputState) { if (HitEvent == null) { double preempt = (float)IBeatmapDifficultyInfo.DifficultyRange(SampleApproachRate.Value, 1800, 1200, 450); approach.Scale = new Vector2(1 + 4 * (float)MathHelper.Clamp((HitTime - Clock.CurrentTime) / preempt, 0, 100)); Alpha = (float)MathHelper.Clamp((Clock.CurrentTime - HitTime + 600) / 400, 0, 1); if (Clock.CurrentTime > HitTime + duration) Expire(); } } private void attemptHit() => Schedule(() => { if (HitEvent != null) return; // in case it was hit outside of display range, show immediately // so the user isn't confused. this.FadeIn(); approach.Expire(); circle .FadeOut(duration) .ScaleTo(1.5f, duration); HitEvent = new HitEvent(Clock.CurrentTime - HitTime, HitResult.Good, new HitObject { HitWindows = new HitWindows(), }, null, null); Hit?.Invoke(HitEvent.Value); this.Delay(duration).Expire(); }); } } }