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161 lines
5.5 KiB
C#
161 lines
5.5 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.MathUtils;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Objects.Types;
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using osu.Game.Modes.Replays;
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using osu.Game.Modes.Scoring;
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using osu.Game.Modes.Taiko.Beatmaps;
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using osu.Game.Modes.Taiko.Judgements;
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using osu.Game.Modes.Taiko.Objects;
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using osu.Game.Modes.Taiko.Objects.Drawables;
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using osu.Game.Modes.Taiko.Scoring;
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using osu.Game.Modes.UI;
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using osu.Game.Modes.Taiko.Replays;
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using OpenTK;
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namespace osu.Game.Modes.Taiko.UI
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{
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public class TaikoHitRenderer : HitRenderer<TaikoHitObject, TaikoJudgement>
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{
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public TaikoHitRenderer(WorkingBeatmap beatmap)
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: base(beatmap)
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{
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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loadBarLines();
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}
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private void loadBarLines()
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{
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var taikoPlayfield = Playfield as TaikoPlayfield;
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if (taikoPlayfield == null)
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return;
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TaikoHitObject lastObject = Beatmap.HitObjects[Beatmap.HitObjects.Count - 1];
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double lastHitTime = 1 + (lastObject as IHasEndTime)?.EndTime ?? lastObject.StartTime;
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var timingPoints = Beatmap.TimingInfo.ControlPoints.FindAll(cp => cp.TimingChange);
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if (timingPoints.Count == 0)
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return;
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int currentIndex = 0;
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while (currentIndex < timingPoints.Count && Precision.AlmostEquals(timingPoints[currentIndex].BeatLength, 0))
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currentIndex++;
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double time = timingPoints[currentIndex].Time;
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double measureLength = timingPoints[currentIndex].BeatLength * (int)timingPoints[currentIndex].TimeSignature;
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// Find the bar line time closest to 0
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time -= measureLength * (int)(time / measureLength);
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// Always start barlines from a positive time
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while (time < 0)
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time += measureLength;
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int currentBeat = 0;
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while (time <= lastHitTime)
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{
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ControlPoint current = timingPoints[currentIndex];
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if (time > current.Time || current.OmitFirstBarLine)
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{
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bool isMajor = currentBeat % (int)current.TimeSignature == 0;
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var barLine = new BarLine
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{
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StartTime = time,
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};
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barLine.ApplyDefaults(Beatmap.TimingInfo, Beatmap.BeatmapInfo.Difficulty);
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taikoPlayfield.AddBarLine(isMajor ? new DrawableBarLineMajor(barLine) : new DrawableBarLine(barLine));
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currentBeat++;
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}
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double bl = current.BeatLength;
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if (bl < 800)
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bl *= (int)current.TimeSignature;
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time += bl;
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if (currentIndex + 1 >= timingPoints.Count || time < timingPoints[currentIndex + 1].Time)
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continue;
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currentBeat = 0;
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currentIndex++;
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time = timingPoints[currentIndex].Time;
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}
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}
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protected override Vector2 GetPlayfieldAspectAdjust()
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{
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const float default_relative_height = TaikoPlayfield.DEFAULT_PLAYFIELD_HEIGHT / 768;
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const float default_aspect = 16f / 9f;
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float aspectAdjust = MathHelper.Clamp(DrawWidth / DrawHeight, 0.4f, 4) / default_aspect;
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return new Vector2(1, default_relative_height * aspectAdjust);
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}
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public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor(this);
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protected override IBeatmapConverter<TaikoHitObject> CreateBeatmapConverter() => new TaikoBeatmapConverter();
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protected override IBeatmapProcessor<TaikoHitObject> CreateBeatmapProcessor() => new TaikoBeatmapProcessor();
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protected override Playfield<TaikoHitObject, TaikoJudgement> CreatePlayfield() => new TaikoPlayfield
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft
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};
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protected override DrawableHitObject<TaikoHitObject, TaikoJudgement> GetVisualRepresentation(TaikoHitObject h)
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{
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var centreHit = h as CentreHit;
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if (centreHit != null)
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{
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if (h.IsStrong)
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return new DrawableCentreHitStrong(centreHit);
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return new DrawableCentreHit(centreHit);
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}
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var rimHit = h as RimHit;
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if (rimHit != null)
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{
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if (h.IsStrong)
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return new DrawableRimHitStrong(rimHit);
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return new DrawableRimHit(rimHit);
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}
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var drumRoll = h as DrumRoll;
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if (drumRoll != null)
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{
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return new DrawableDrumRoll(drumRoll);
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}
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var swell = h as Swell;
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if (swell != null)
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return new DrawableSwell(swell);
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return null;
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}
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protected override FramedReplayInputHandler CreateReplayInputHandler(Replay replay) => new TaikoFramedReplayInputHandler(replay);
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}
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}
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