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osu-lazer/osu.Game.Rulesets.Mania/UI/ManiaPlayfield.cs

209 lines
8.0 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Graphics;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.UI;
using OpenTK;
using OpenTK.Graphics;
using osu.Framework.Graphics.Containers;
using System;
using osu.Game.Graphics;
using osu.Framework.Allocation;
using System.Linq;
using System.Collections.Generic;
using osu.Framework.Configuration;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Mania.Objects.Drawables;
using osu.Framework.Graphics.Shapes;
namespace osu.Game.Rulesets.Mania.UI
{
public class ManiaPlayfield : ScrollingPlayfield<ManiaHitObject>
{
public const float HIT_TARGET_POSITION = 50;
private SpecialColumnPosition specialColumnPosition;
/// <summary>
/// The style to use for the special column.
/// </summary>
public SpecialColumnPosition SpecialColumnPosition
{
get { return specialColumnPosition; }
set
{
if (IsLoaded)
throw new InvalidOperationException($"Setting {nameof(SpecialColumnPosition)} after the playfield is loaded requires re-creating the playfield.");
specialColumnPosition = value;
}
}
/// <summary>
/// Whether this playfield should be inverted. This flips everything inside the playfield.
/// </summary>
public readonly Bindable<bool> Inverted = new Bindable<bool>(true);
private readonly FlowContainer<Column> columns;
public IEnumerable<Column> Columns => columns.Children;
protected override Container<Drawable> Content => content;
private readonly Container<Drawable> content;
private List<Color4> normalColumnColours = new List<Color4>();
private Color4 specialColumnColour;
private readonly int columnCount;
public ManiaPlayfield(int columnCount)
: base(Axes.Y)
{
this.columnCount = columnCount;
if (columnCount <= 0)
throw new ArgumentException("Can't have zero or fewer columns.");
Inverted.Value = true;
InternalChildren = new Drawable[]
{
new Container
{
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
RelativeSizeAxes = Axes.Both,
Masking = true,
Children = new Drawable[]
{
new Container
{
Name = "Masked elements",
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
RelativeSizeAxes = Axes.Y,
AutoSizeAxes = Axes.X,
Masking = true,
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black
},
columns = new FillFlowContainer<Column>
{
Name = "Columns",
RelativeSizeAxes = Axes.Y,
AutoSizeAxes = Axes.X,
Direction = FillDirection.Horizontal,
Padding = new MarginPadding { Left = 1, Right = 1 },
Spacing = new Vector2(1, 0)
}
}
},
new Container
{
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Top = HIT_TARGET_POSITION },
Children = new[]
{
content = new Container
{
Name = "Bar lines",
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
RelativeSizeAxes = Axes.Y,
// Width is set in the Update method
}
}
}
}
}
};
var currentAction = ManiaAction.Key1;
for (int i = 0; i < columnCount; i++)
{
var c = new Column();
c.VisibleTimeRange.BindTo(VisibleTimeRange);
c.IsSpecial = isSpecialColumn(i);
c.Action = c.IsSpecial ? ManiaAction.Special : currentAction++;
columns.Add(c);
AddNested(c);
}
Inverted.ValueChanged += invertedChanged;
Inverted.TriggerChange();
}
private void invertedChanged(bool newValue)
{
Scale = new Vector2(1, newValue ? -1 : 1);
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
normalColumnColours = new List<Color4>
{
colours.RedDark,
colours.GreenDark
};
specialColumnColour = colours.BlueDark;
// Set the special column + colour + key
foreach (var column in Columns)
{
if (!column.IsSpecial)
continue;
column.AccentColour = specialColumnColour;
}
var nonSpecialColumns = Columns.Where(c => !c.IsSpecial).ToList();
// We'll set the colours of the non-special columns in a separate loop, because the non-special
// column colours are mirrored across their centre and special styles mess with this
for (int i = 0; i < Math.Ceiling(nonSpecialColumns.Count / 2f); i++)
{
Color4 colour = normalColumnColours[i % normalColumnColours.Count];
nonSpecialColumns[i].AccentColour = colour;
nonSpecialColumns[nonSpecialColumns.Count - 1 - i].AccentColour = colour;
}
}
/// <summary>
/// Whether the column index is a special column for this playfield.
/// </summary>
/// <param name="column">The 0-based column index.</param>
/// <returns>Whether the column is a special column.</returns>
private bool isSpecialColumn(int column)
{
switch (SpecialColumnPosition)
{
default:
case SpecialColumnPosition.Normal:
return columnCount % 2 == 1 && column == columnCount / 2;
case SpecialColumnPosition.Left:
return column == 0;
case SpecialColumnPosition.Right:
return column == columnCount - 1;
}
}
public override void Add(DrawableHitObject<ManiaHitObject> h) => Columns.ElementAt(h.HitObject.Column).Add(h);
public void Add(DrawableBarLine barline) => HitObjects.Add(barline);
protected override void Update()
{
// Due to masking differences, it is not possible to get the width of the columns container automatically
// While masking on effectively only the Y-axis, so we need to set the width of the bar line container manually
content.Width = columns.Width;
}
}
}