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osu-lazer/osu.Game.Rulesets.Osu/Edit/Checks/CheckOffscreenObjects.cs
2021-04-12 15:52:29 +09:00

111 lines
3.9 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.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Edit.Checks.Components;
using osu.Game.Rulesets.Osu.Objects;
using osuTK;
namespace osu.Game.Rulesets.Osu.Edit.Checks
{
public class CheckOffscreenObjects : Check
{
// These are close approximates to the edges of the screen
// in gameplay on a 4:3 aspect ratio for osu!stable.
private const int min_x = -67;
private const int min_y = -60;
private const int max_x = 579;
private const int max_y = 428;
// The amount of milliseconds to step through a slider path at a time
// (higher = more performant, but higher false-negative chance).
private const int path_step_size = 5;
public override CheckMetadata Metadata { get; } = new CheckMetadata
(
category: CheckCategory.Compose,
description: "Offscreen hitobjects."
);
public override IEnumerable<IssueTemplate> PossibleTemplates => new[]
{
templateOffscreen,
templateOffscreenSliderPath
};
private readonly IssueTemplate templateOffscreen = new IssueTemplate
(
type: IssueType.Problem,
unformattedMessage: "This object goes offscreen on a 4:3 aspect ratio."
);
private readonly IssueTemplate templateOffscreenSliderPath = new IssueTemplate
(
type: IssueType.Problem,
unformattedMessage: "This slider goes offscreen here on a 4:3 aspect ratio."
);
public override IEnumerable<Issue> Run(IBeatmap beatmap)
{
foreach (var hitobject in beatmap.HitObjects)
{
switch (hitobject)
{
case Slider slider:
{
foreach (var issue in sliderIssues(slider))
yield return issue;
break;
}
case HitCircle circle:
{
if (isOffscreen(circle.StackedPosition, circle.Radius))
yield return new Issue(circle, templateOffscreen);
break;
}
}
}
}
/// <summary>
/// Steps through points on the slider to ensure the entire path is on-screen.
/// Returns at most one issue.
/// </summary>
/// <param name="slider">The slider whose path to check.</param>
/// <returns></returns>
private IEnumerable<Issue> sliderIssues(Slider slider)
{
for (int i = 0; i < slider.Distance; i += path_step_size)
{
double progress = i / slider.Distance;
Vector2 position = slider.StackedPositionAt(progress);
if (!isOffscreen(position, slider.Radius))
continue;
// `SpanDuration` ensures we don't include reverses.
double time = slider.StartTime + progress * slider.SpanDuration;
yield return new Issue(slider, templateOffscreenSliderPath) { Time = time };
yield break;
}
// Above loop may skip the last position in the slider due to step size.
if (!isOffscreen(slider.StackedEndPosition, slider.Radius))
yield break;
yield return new Issue(slider, templateOffscreenSliderPath) { Time = slider.EndTime };
}
private bool isOffscreen(Vector2 position, double radius)
{
return position.X - radius < min_x || position.X + radius > max_x ||
position.Y - radius < min_y || position.Y + radius > max_y;
}
}
}