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367 lines
13 KiB
C#
367 lines
13 KiB
C#
// Copyright (c) 2007-2018 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 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.Configuration;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Input;
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using osu.Game.Configuration;
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using osu.Game.Input.Handlers;
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using osu.Game.Overlays;
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using osu.Game.Rulesets.Configuration;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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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}"/> 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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/// The selected variant.
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/// </summary>
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public virtual int Variant => 0;
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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 IHasReplayHandler ReplayInputManager => KeyBindingInputManager as IHasReplayHandler;
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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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public PassThroughInputManager KeyBindingInputManager;
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/// <summary>
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/// Whether a replay is currently loaded.
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/// </summary>
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public readonly BindableBool HasReplayLoaded = new BindableBool();
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public abstract IEnumerable<HitObject> Objects { get; }
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/// <summary>
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/// The point in time at which gameplay starts, including any required lead-in for display purposes.
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/// Defaults to two seconds before the first <see cref="HitObject"/>. Override as necessary.
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/// </summary>
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public virtual double GameplayStartTime => Objects.First().StartTime - 2000;
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private readonly Lazy<Playfield> playfield;
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/// <summary>
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/// The playfield.
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/// </summary>
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public Playfield Playfield => playfield.Value;
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/// <summary>
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/// The cursor provided by this <see cref="RulesetContainer"/>. May be null if no cursor is provided.
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/// </summary>
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public readonly CursorContainer Cursor;
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protected readonly Ruleset Ruleset;
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protected IRulesetConfigManager Config { get; private set; }
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private OnScreenDisplay onScreenDisplay;
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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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protected RulesetContainer(Ruleset ruleset)
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{
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Ruleset = ruleset;
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playfield = new Lazy<Playfield>(CreatePlayfield);
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IsPaused.ValueChanged += paused =>
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{
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if (HasReplayLoaded)
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return;
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KeyBindingInputManager.UseParentInput = !paused;
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};
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Cursor = CreateCursor();
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}
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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onScreenDisplay = dependencies.Get<OnScreenDisplay>();
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Config = dependencies.Get<RulesetConfigCache>().GetConfigFor(Ruleset);
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if (Config != null)
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{
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dependencies.Cache(Config);
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onScreenDisplay?.BeginTracking(this, Config);
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}
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return dependencies;
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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. An exception will be thrown if a valid <see cref="RulesetInputManager{T}"/> is not returned.
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/// </summary>
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/// <returns>The input manager.</returns>
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public abstract PassThroughInputManager CreateInputManager();
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protected virtual ReplayInputHandler CreateReplayInputHandler(Replay replay) => null;
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public Replay Replay { get; private set; }
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/// <summary>
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/// Whether the game is paused. Used to block user input.
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/// </summary>
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public readonly BindableBool IsPaused = new BindableBool();
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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 virtual void SetReplay(Replay replay)
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{
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if (ReplayInputManager == null)
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throw new InvalidOperationException($"A {nameof(KeyBindingInputManager)} which supports replay loading is not available");
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Replay = replay;
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ReplayInputManager.ReplayInputHandler = replay != null ? CreateReplayInputHandler(replay) : null;
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HasReplayLoaded.Value = ReplayInputManager.ReplayInputHandler != null;
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}
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/// <summary>
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/// Creates the cursor. May be null if the <see cref="RulesetContainer"/> doesn't provide a custom cursor.
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/// </summary>
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protected virtual CursorContainer CreateCursor() => null;
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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 CreatePlayfield();
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (Config != null)
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{
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onScreenDisplay?.StopTracking(this, Config);
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Config = null;
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}
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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{TPlayfield, TObject}"/> 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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/// Invoked when a <see cref="JudgementResult"/> has been applied by a <see cref="DrawableHitObject"/>.
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/// </summary>
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public event Action<JudgementResult> OnNewResult;
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/// <summary>
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/// Invoked when a <see cref="JudgementResult"/> is being reverted by a <see cref="DrawableHitObject"/>.
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/// </summary>
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public event Action<JudgementResult> OnRevertResult;
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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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/// The <see cref="WorkingBeatmap"/> this <see cref="RulesetContainer{TObject}"/> was created with.
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/// </summary>
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protected readonly WorkingBeatmap WorkingBeatmap;
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public override ScoreProcessor CreateScoreProcessor() => new ScoreProcessor<TObject>(this);
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protected override Container<Drawable> Content => content;
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private Container content;
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private IEnumerable<Mod> mods;
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/// <summary>
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/// Whether to assume the beatmap passed into this <see cref="RulesetContainer{TObject}"/> is for the current ruleset.
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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="workingBeatmap">The beatmap to create the hit renderer for.</param>
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protected RulesetContainer(Ruleset ruleset, WorkingBeatmap workingBeatmap)
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: base(ruleset)
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{
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Debug.Assert(workingBeatmap != null, "RulesetContainer initialized with a null beatmap.");
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WorkingBeatmap = workingBeatmap;
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// ReSharper disable once PossibleNullReferenceException
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Mods = workingBeatmap.Mods.Value;
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RelativeSizeAxes = Axes.Both;
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Beatmap = (Beatmap<TObject>)workingBeatmap.GetPlayableBeatmap(ruleset.RulesetInfo);
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KeyBindingInputManager = CreateInputManager();
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KeyBindingInputManager.RelativeSizeAxes = Axes.Both;
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applyBeatmapMods(Mods);
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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KeyBindingInputManager.Add(content = new Container
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{
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RelativeSizeAxes = Axes.Both,
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});
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AddInternal(KeyBindingInputManager);
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KeyBindingInputManager.Add(Playfield);
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if (Cursor != null)
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KeyBindingInputManager.Add(Cursor);
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// Apply mods
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applyRulesetMods(Mods, config);
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loadObjects();
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}
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/// <summary>
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/// Applies the active mods to the Beatmap.
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/// </summary>
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/// <param name="mods"></param>
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private void applyBeatmapMods(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<IApplicableToBeatmap<TObject>>())
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mod.ApplyToBeatmap(Beatmap);
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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 applyRulesetMods(IEnumerable<Mod> mods, OsuConfigManager config)
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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<IApplicableToRulesetContainer<TObject>>())
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mod.ApplyToRulesetContainer(this);
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foreach (var mod in mods.OfType<IReadFromConfig>())
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mod.ReadFromConfig(config);
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}
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public override void SetReplay(Replay replay)
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{
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base.SetReplay(replay);
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if (ReplayInputManager?.ReplayInputHandler != null)
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ReplayInputManager.ReplayInputHandler.GamefieldToScreenSpace = Playfield.GamefieldToScreenSpace;
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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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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.OnNewResult += (_, r) => OnNewResult?.Invoke(r);
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drawableObject.OnRevertResult += (_, r) => OnRevertResult?.Invoke(r);
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Playfield.Add(drawableObject);
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}
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Playfield.PostProcess();
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foreach (var mod in Mods.OfType<IApplicableToDrawableHitObjects>())
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mod.ApplyToDrawableHitObjects(Playfield.HitObjectContainer.Objects);
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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> GetVisualRepresentation(TObject h);
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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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public abstract class RulesetContainer<TPlayfield, TObject> : RulesetContainer<TObject>
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where TObject : HitObject
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where TPlayfield : Playfield
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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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protected RulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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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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