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372 lines
14 KiB
C#
372 lines
14 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Screens.Play;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Input;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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using OpenTK;
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using osu.Game.Rulesets.Beatmaps;
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namespace osu.Game.Rulesets.UI
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{
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/// <summary>
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/// Base RulesetContainer. Doesn't hold objects.
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/// <para>
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/// Should not be derived - derive <see cref="RulesetContainer{TObject,TJudgement}"/> instead.
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/// </para>
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/// </summary>
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public abstract class RulesetContainer : Container
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{
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/// <summary>
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/// Invoked when all the judgeable HitObjects have been judged.
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/// </summary>
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public event Action OnAllJudged;
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/// <summary>
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/// Whether to apply adjustments to the child <see cref="Playfield{TObject,TJudgement}"/> based on our own size.
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/// </summary>
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public bool AspectAdjust = true;
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/// <summary>
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/// The input manager for this RulesetContainer.
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/// </summary>
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internal readonly PlayerInputManager InputManager = new PlayerInputManager();
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/// <summary>
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/// The key conversion input manager for this RulesetContainer.
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/// </summary>
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protected readonly PassThroughInputManager KeyConversionInputManager;
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/// <summary>
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/// Whether we are currently providing the local user a gameplay cursor.
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/// </summary>
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public virtual bool ProvidingUserCursor => false;
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/// <summary>
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/// Whether we have a replay loaded currently.
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/// </summary>
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public bool HasReplayLoaded => InputManager.ReplayInputHandler != null;
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public abstract IEnumerable<HitObject> Objects { get; }
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/// <summary>
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/// Whether all the HitObjects have been judged.
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/// </summary>
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protected abstract bool AllObjectsJudged { get; }
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protected readonly Ruleset Ruleset;
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/// <summary>
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/// A visual representation of a <see cref="Rulesets.Ruleset"/>.
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/// </summary>
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/// <param name="ruleset">The ruleset being repesented.</param>
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internal RulesetContainer(Ruleset ruleset)
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{
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Ruleset = ruleset;
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KeyConversionInputManager = CreateKeyBindingInputManager();
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KeyConversionInputManager.RelativeSizeAxes = Axes.Both;
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}
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/// <summary>
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/// Checks whether all HitObjects have been judged, and invokes OnAllJudged.
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/// </summary>
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protected void CheckAllJudged()
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{
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if (AllObjectsJudged)
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OnAllJudged?.Invoke();
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}
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public abstract ScoreProcessor CreateScoreProcessor();
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/// <summary>
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/// Creates a key conversion input manager.
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/// </summary>
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/// <returns>The input manager.</returns>
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public virtual PassThroughInputManager CreateKeyBindingInputManager() => new PassThroughInputManager();
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protected virtual FramedReplayInputHandler CreateReplayInputHandler(Replay replay) => new FramedReplayInputHandler(replay);
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public Replay Replay { get; private set; }
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/// <summary>
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/// Sets a replay to be used, overriding local input.
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/// </summary>
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/// <param name="replay">The replay, null for local input.</param>
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public void SetReplay(Replay replay)
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{
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Replay = replay;
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InputManager.ReplayInputHandler = replay != null ? CreateReplayInputHandler(replay) : null;
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}
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}
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/// <summary>
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/// RulesetContainer that applies conversion to Beatmaps. Does not contain a Playfield
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/// and does not load drawable hit objects.
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/// <para>
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/// Should not be derived - derive <see cref="RulesetContainer{TObject,TJudgement}"/> instead.
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/// </para>
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/// </summary>
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/// <typeparam name="TObject">The type of HitObject contained by this RulesetContainer.</typeparam>
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public abstract class RulesetContainer<TObject> : RulesetContainer
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where TObject : HitObject
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{
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/// <summary>
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/// The Beatmap
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/// </summary>
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public Beatmap<TObject> Beatmap;
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/// <summary>
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/// All the converted hit objects contained by this hit renderer.
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/// </summary>
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public override IEnumerable<HitObject> Objects => Beatmap.HitObjects;
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/// <summary>
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/// The mods which are to be applied.
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/// </summary>
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protected IEnumerable<Mod> Mods;
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/// <summary>
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/// Creates a hit renderer for a beatmap.
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/// </summary>
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/// <param name="ruleset">The ruleset being repesented.</param>
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/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
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/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
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internal RulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap, bool isForCurrentRuleset) : base(ruleset)
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{
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Debug.Assert(beatmap != null, "RulesetContainer initialized with a null beatmap.");
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Mods = beatmap.Mods.Value;
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RelativeSizeAxes = Axes.Both;
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BeatmapConverter<TObject> converter = CreateBeatmapConverter();
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BeatmapProcessor<TObject> processor = CreateBeatmapProcessor();
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// Check if the beatmap can be converted
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if (!converter.CanConvert(beatmap.Beatmap))
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throw new BeatmapInvalidForRulesetException($"{nameof(Beatmap)} can not be converted for the current ruleset (converter: {converter}).");
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// Convert the beatmap
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Beatmap = converter.Convert(beatmap.Beatmap, isForCurrentRuleset);
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// Apply difficulty adjustments from mods before using Difficulty.
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foreach (var mod in Mods.OfType<IApplicableToDifficulty>())
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mod.ApplyToDifficulty(Beatmap.BeatmapInfo.Difficulty);
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// Apply defaults
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foreach (var h in Beatmap.HitObjects)
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h.ApplyDefaults(Beatmap.ControlPointInfo, Beatmap.BeatmapInfo.Difficulty);
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// Post-process the beatmap
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processor.PostProcess(Beatmap);
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ApplyBeatmap();
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// Add mods, should always be the last thing applied to give full control to mods
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applyMods(Mods);
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}
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/// <summary>
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/// Applies the active mods to this RulesetContainer.
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/// </summary>
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/// <param name="mods"></param>
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private void applyMods(IEnumerable<Mod> mods)
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{
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if (mods == null)
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return;
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foreach (var mod in mods.OfType<IApplicableMod<TObject>>())
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mod.ApplyToRulesetContainer(this);
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}
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/// <summary>
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/// Called when the beatmap of this hit renderer has been set. Used to apply any default values from the beatmap.
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/// </summary>
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protected virtual void ApplyBeatmap() { }
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/// <summary>
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/// Creates a processor to perform post-processing operations
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/// on HitObjects in converted Beatmaps.
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/// </summary>
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/// <returns>The Beatmap processor.</returns>
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protected virtual BeatmapProcessor<TObject> CreateBeatmapProcessor() => new BeatmapProcessor<TObject>();
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/// <summary>
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/// Creates a converter to convert Beatmap to a specific mode.
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/// </summary>
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/// <returns>The Beatmap converter.</returns>
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protected abstract BeatmapConverter<TObject> CreateBeatmapConverter();
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}
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/// <summary>
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/// A derivable RulesetContainer that manages the Playfield and HitObjects.
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/// </summary>
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/// <typeparam name="TObject">The type of HitObject contained by this RulesetContainer.</typeparam>
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/// <typeparam name="TJudgement">The type of Judgement of DrawableHitObjects contained by this RulesetContainer.</typeparam>
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public abstract class RulesetContainer<TObject, TJudgement> : RulesetContainer<TObject>
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where TObject : HitObject
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where TJudgement : Judgement
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{
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public event Action<TJudgement> OnJudgement;
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public sealed override bool ProvidingUserCursor => !HasReplayLoaded && Playfield.ProvidingUserCursor;
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/// <summary>
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/// All the converted hit objects contained by this hit renderer.
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/// </summary>
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public new IEnumerable<TObject> Objects => Beatmap.HitObjects;
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protected override bool AllObjectsJudged => drawableObjects.All(h => h.Judged);
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/// <summary>
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/// The playfield.
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/// </summary>
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public Playfield<TObject, TJudgement> Playfield { get; private set; }
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protected override Container<Drawable> Content => content;
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private readonly Container content;
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private readonly List<DrawableHitObject<TObject, TJudgement>> drawableObjects = new List<DrawableHitObject<TObject, TJudgement>>();
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/// <summary>
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/// Creates a hit renderer for a beatmap.
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/// </summary>
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/// <param name="ruleset">The ruleset being repesented.</param>
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/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
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/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
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protected RulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap, bool isForCurrentRuleset)
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: base(ruleset, beatmap, isForCurrentRuleset)
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{
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InputManager.Add(content = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new[] { KeyConversionInputManager }
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});
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AddInternal(InputManager);
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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KeyConversionInputManager.Add(Playfield = CreatePlayfield());
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loadObjects();
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if (InputManager?.ReplayInputHandler != null)
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InputManager.ReplayInputHandler.ToScreenSpace = Playfield.ScaledContent.ToScreenSpace;
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}
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/// <summary>
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/// Creates and adds drawable representations of hit objects to the play field.
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/// </summary>
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private void loadObjects()
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{
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drawableObjects.Capacity = Beatmap.HitObjects.Count;
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foreach (TObject h in Beatmap.HitObjects)
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{
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var drawableObject = GetVisualRepresentation(h);
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if (drawableObject == null)
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continue;
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drawableObject.OnJudgement += onJudgement;
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drawableObjects.Add(drawableObject);
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Playfield.Add(drawableObject);
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}
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Playfield.PostProcess();
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}
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protected override void Update()
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{
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base.Update();
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Playfield.Size = AspectAdjust ? GetPlayfieldAspectAdjust() : Vector2.One;
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}
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/// <summary>
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/// In some cases we want to apply changes to the relative size of our contained <see cref="Playfield{TObject, TJudgement}"/> based on custom conditions.
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/// </summary>
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/// <returns></returns>
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protected virtual Vector2 GetPlayfieldAspectAdjust() => new Vector2(0.75f); //a sane default
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/// <summary>
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/// Triggered when an object's Judgement is updated.
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/// </summary>
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/// <param name="judgedObject">The object that Judgement has been updated for.</param>
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private void onJudgement(DrawableHitObject<TObject, TJudgement> judgedObject)
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{
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Playfield.OnJudgement(judgedObject);
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OnJudgement?.Invoke(judgedObject.Judgement);
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CheckAllJudged();
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}
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/// <summary>
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/// Creates a DrawableHitObject from a HitObject.
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/// </summary>
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/// <param name="h">The HitObject to make drawable.</param>
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/// <returns>The DrawableHitObject.</returns>
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protected abstract DrawableHitObject<TObject, TJudgement> GetVisualRepresentation(TObject h);
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/// <summary>
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/// Creates a Playfield.
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/// </summary>
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/// <returns>The Playfield.</returns>
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protected abstract Playfield<TObject, TJudgement> CreatePlayfield();
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}
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/// <summary>
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/// A derivable RulesetContainer that manages the Playfield and HitObjects.
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/// </summary>
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/// <typeparam name="TPlayfield">The type of Playfield contained by this RulesetContainer.</typeparam>
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/// <typeparam name="TObject">The type of HitObject contained by this RulesetContainer.</typeparam>
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/// <typeparam name="TJudgement">The type of Judgement of DrawableHitObjects contained by this RulesetContainer.</typeparam>
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public abstract class RulesetContainer<TPlayfield, TObject, TJudgement> : RulesetContainer<TObject, TJudgement>
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where TObject : HitObject
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where TJudgement : Judgement
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where TPlayfield : Playfield<TObject, TJudgement>
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{
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/// <summary>
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/// The playfield.
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/// </summary>
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protected new TPlayfield Playfield => (TPlayfield)base.Playfield;
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/// <summary>
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/// Creates a hit renderer for a beatmap.
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/// </summary>
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/// <param name="ruleset">The ruleset being repesented.</param>
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/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
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/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
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protected RulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap, bool isForCurrentRuleset)
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: base(ruleset, beatmap, isForCurrentRuleset)
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{
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}
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}
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public class BeatmapInvalidForRulesetException : ArgumentException
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{
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public BeatmapInvalidForRulesetException(string text)
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: base(text)
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{
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}
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}
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}
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