mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 11:37:28 +08:00
93 lines
5.3 KiB
C#
93 lines
5.3 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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<bool> 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;
|
|
}
|
|
}
|
|
}
|