1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-15 04:27:34 +08:00
osu-lazer/osu.Game/Modes/UI/Playfield.cs
2017-03-09 15:53:16 +09:00

75 lines
2.5 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.Framework.Graphics.Containers;
using osu.Game.Modes.Objects;
using osu.Game.Modes.Objects.Drawables;
using OpenTK;
namespace osu.Game.Modes.UI
{
public abstract class Playfield<T> : Container
where T : HitObject
{
public HitObjectContainer<DrawableHitObject<T>> HitObjects;
public virtual void Add(DrawableHitObject<T> h) => HitObjects.Add(h);
internal Container<Drawable> ScaledContent;
public override bool Contains(Vector2 screenSpacePos) => true;
protected override Container<Drawable> Content => content;
private Container<Drawable> content;
/// <summary>
/// A container for keeping track of DrawableHitObjects.
/// </summary>
/// <param name="customWidth">Whether we want our internal coordinate system to be scaled to a specified width.</param>
protected Playfield(float? customWidth = null)
{
AddInternal(ScaledContent = new ScaledContainer
{
CustomWidth = customWidth,
RelativeSizeAxes = Axes.Both,
Children = new[]
{
content = new Container
{
RelativeSizeAxes = Axes.Both,
}
}
});
Add(HitObjects = new HitObjectContainer<DrawableHitObject<T>>
{
RelativeSizeAxes = Axes.Both,
});
}
public virtual void PostProcess()
{
}
private class ScaledContainer : Container
{
/// <summary>
/// A value (in game pixels that we should scale our content to match).
/// </summary>
public float? CustomWidth;
//dividing by the customwidth will effectively scale our content to the required container size.
protected override Vector2 DrawScale => CustomWidth.HasValue ? new Vector2(DrawSize.X / CustomWidth.Value) : base.DrawScale;
public override bool Contains(Vector2 screenSpacePos) => true;
}
public class HitObjectContainer<U> : Container<U> where U : Drawable
{
public override bool Contains(Vector2 screenSpacePos) => true;
}
}
}