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osu-lazer/osu.Game/Rulesets/UI/RulesetContainer.cs
2017-10-19 14:05:11 +09:00

324 lines
12 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.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Input;
using osu.Game.Rulesets.Replays;
using osu.Game.Rulesets.Scoring;
using OpenTK;
namespace osu.Game.Rulesets.UI
{
/// <summary>
/// Base RulesetContainer. Doesn't hold objects.
/// <para>
/// Should not be derived - derive <see cref="RulesetContainer{TObject}"/> instead.
/// </para>
/// </summary>
public abstract class RulesetContainer : Container
{
/// <summary>
/// Whether to apply adjustments to the child <see cref="Playfield"/> based on our own size.
/// </summary>
public bool AspectAdjust = true;
/// <summary>
/// The input manager for this RulesetContainer.
/// </summary>
internal IHasReplayHandler ReplayInputManager => KeyBindingInputManager as IHasReplayHandler;
/// <summary>
/// The key conversion input manager for this RulesetContainer.
/// </summary>
public PassThroughInputManager KeyBindingInputManager;
/// <summary>
/// Whether we are currently providing the local user a gameplay cursor.
/// </summary>
public virtual bool ProvidingUserCursor => false;
/// <summary>
/// Whether we have a replay loaded currently.
/// </summary>
public bool HasReplayLoaded => ReplayInputManager?.ReplayInputHandler != null;
public abstract IEnumerable<HitObject> Objects { get; }
protected readonly Ruleset Ruleset;
/// <summary>
/// A visual representation of a <see cref="Rulesets.Ruleset"/>.
/// </summary>
/// <param name="ruleset">The ruleset being repesented.</param>
internal RulesetContainer(Ruleset ruleset)
{
Ruleset = ruleset;
}
public abstract ScoreProcessor CreateScoreProcessor();
/// <summary>
/// Creates a key conversion input manager. An exception will be thrown if a valid <see cref="RulesetInputManager{T}"/> is not returned.
/// </summary>
/// <returns>The input manager.</returns>
public abstract PassThroughInputManager CreateInputManager();
protected virtual FramedReplayInputHandler CreateReplayInputHandler(Replay replay) => null;
public Replay Replay { get; private set; }
/// <summary>
/// Sets a replay to be used, overriding local input.
/// </summary>
/// <param name="replay">The replay, null for local input.</param>
public virtual void SetReplay(Replay replay)
{
if (ReplayInputManager == null)
throw new InvalidOperationException($"A {nameof(KeyBindingInputManager)} which supports replay loading is not available");
Replay = replay;
ReplayInputManager.ReplayInputHandler = replay != null ? CreateReplayInputHandler(replay) : null;
}
}
/// <summary>
/// RulesetContainer that applies conversion to Beatmaps. Does not contain a Playfield
/// and does not load drawable hit objects.
/// <para>
/// Should not be derived - derive <see cref="RulesetContainer{TObject}"/> instead.
/// </para>
/// </summary>
/// <typeparam name="TObject">The type of HitObject contained by this RulesetContainer.</typeparam>
public abstract class RulesetContainer<TObject> : RulesetContainer
where TObject : HitObject
{
public event Action<Judgement> OnJudgement;
/// <summary>
/// The Beatmap
/// </summary>
public Beatmap<TObject> Beatmap;
/// <summary>
/// All the converted hit objects contained by this hit renderer.
/// </summary>
public override IEnumerable<HitObject> Objects => Beatmap.HitObjects;
/// <summary>
/// The mods which are to be applied.
/// </summary>
protected IEnumerable<Mod> Mods;
/// <summary>
/// The <see cref="WorkingBeatmap"/> this <see cref="RulesetContainer{TObject}"/> was created with.
/// </summary>
protected readonly WorkingBeatmap WorkingBeatmap;
/// <summary>
/// Whether the specified beatmap is assumed to be specific to the current ruleset.
/// </summary>
protected readonly bool IsForCurrentRuleset;
public sealed override bool ProvidingUserCursor => !HasReplayLoaded && Playfield.ProvidingUserCursor;
public override ScoreProcessor CreateScoreProcessor() => new ScoreProcessor<TObject>(this);
/// <summary>
/// The playfield.
/// </summary>
public Playfield Playfield { get; private set; }
protected override Container<Drawable> Content => content;
private Container content;
/// <summary>
/// Whether to assume the beatmap passed into this <see cref="RulesetContainer{TObject}"/> is for the current ruleset.
/// Creates a hit renderer for a beatmap.
/// </summary>
/// <param name="ruleset">The ruleset being repesented.</param>
/// <param name="workingBeatmap">The beatmap to create the hit renderer for.</param>
/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
protected RulesetContainer(Ruleset ruleset, WorkingBeatmap workingBeatmap, bool isForCurrentRuleset)
: base(ruleset)
{
Debug.Assert(workingBeatmap != null, "RulesetContainer initialized with a null beatmap.");
WorkingBeatmap = workingBeatmap;
IsForCurrentRuleset = isForCurrentRuleset;
Mods = workingBeatmap.Mods.Value;
RelativeSizeAxes = Axes.Both;
BeatmapConverter<TObject> converter = CreateBeatmapConverter();
BeatmapProcessor<TObject> processor = CreateBeatmapProcessor();
// Check if the beatmap can be converted
if (!converter.CanConvert(workingBeatmap.Beatmap))
throw new BeatmapInvalidForRulesetException($"{nameof(Beatmap)} can not be converted for the current ruleset (converter: {converter}).");
// Convert the beatmap
Beatmap = converter.Convert(workingBeatmap.Beatmap);
// Apply difficulty adjustments from mods before using Difficulty.
foreach (var mod in Mods.OfType<IApplicableToDifficulty>())
mod.ApplyToDifficulty(Beatmap.BeatmapInfo.BaseDifficulty);
// Apply defaults
foreach (var h in Beatmap.HitObjects)
h.ApplyDefaults(Beatmap.ControlPointInfo, Beatmap.BeatmapInfo.BaseDifficulty);
// Post-process the beatmap
processor.PostProcess(Beatmap);
KeyBindingInputManager = CreateInputManager();
KeyBindingInputManager.RelativeSizeAxes = Axes.Both;
// Add mods, should always be the last thing applied to give full control to mods
applyMods(Mods);
}
[BackgroundDependencyLoader]
private void load()
{
KeyBindingInputManager.Add(content = new Container
{
RelativeSizeAxes = Axes.Both,
});
AddInternal(KeyBindingInputManager);
KeyBindingInputManager.Add(Playfield = CreatePlayfield());
loadObjects();
}
/// <summary>
/// Applies the active mods to this RulesetContainer.
/// </summary>
/// <param name="mods"></param>
private void applyMods(IEnumerable<Mod> mods)
{
if (mods == null)
return;
foreach (var mod in mods.OfType<IApplicableMod<TObject>>())
mod.ApplyToRulesetContainer(this);
}
public override void SetReplay(Replay replay)
{
base.SetReplay(replay);
if (ReplayInputManager?.ReplayInputHandler != null)
ReplayInputManager.ReplayInputHandler.ToScreenSpace = input => Playfield.ScaledContent.ToScreenSpace(input);
}
/// <summary>
/// Creates and adds drawable representations of hit objects to the play field.
/// </summary>
private void loadObjects()
{
foreach (TObject h in Beatmap.HitObjects)
{
var drawableObject = GetVisualRepresentation(h);
if (drawableObject == null)
continue;
drawableObject.OnJudgement += (d, j) =>
{
Playfield.OnJudgement(d, j);
OnJudgement?.Invoke(j);
};
Playfield.Add(drawableObject);
}
Playfield.PostProcess();
}
protected override void Update()
{
base.Update();
Playfield.Size = AspectAdjust ? GetPlayfieldAspectAdjust() : Vector2.One;
}
/// <summary>
/// Creates a processor to perform post-processing operations
/// on HitObjects in converted Beatmaps.
/// </summary>
/// <returns>The Beatmap processor.</returns>
protected virtual BeatmapProcessor<TObject> CreateBeatmapProcessor() => new BeatmapProcessor<TObject>();
/// <summary>
/// In some cases we want to apply changes to the relative size of our contained <see cref="Playfield"/> based on custom conditions.
/// </summary>
/// <returns></returns>
protected virtual Vector2 GetPlayfieldAspectAdjust() => new Vector2(0.75f); //a sane default
/// <summary>
/// Creates a converter to convert Beatmap to a specific mode.
/// </summary>
/// <returns>The Beatmap converter.</returns>
protected abstract BeatmapConverter<TObject> CreateBeatmapConverter();
/// <summary>
/// Creates a DrawableHitObject from a HitObject.
/// </summary>
/// <param name="h">The HitObject to make drawable.</param>
/// <returns>The DrawableHitObject.</returns>
protected abstract DrawableHitObject<TObject> GetVisualRepresentation(TObject h);
/// <summary>
/// Creates a Playfield.
/// </summary>
/// <returns>The Playfield.</returns>
protected abstract Playfield CreatePlayfield();
}
/// <summary>
/// A derivable RulesetContainer that manages the Playfield and HitObjects.
/// </summary>
/// <typeparam name="TPlayfield">The type of Playfield contained by this RulesetContainer.</typeparam>
/// <typeparam name="TObject">The type of HitObject contained by this RulesetContainer.</typeparam>
public abstract class RulesetContainer<TPlayfield, TObject> : RulesetContainer<TObject>
where TObject : HitObject
where TPlayfield : Playfield
{
/// <summary>
/// The playfield.
/// </summary>
protected new TPlayfield Playfield => (TPlayfield)base.Playfield;
/// <summary>
/// Creates a hit renderer for a beatmap.
/// </summary>
/// <param name="ruleset">The ruleset being repesented.</param>
/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
protected RulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap, bool isForCurrentRuleset)
: base(ruleset, beatmap, isForCurrentRuleset)
{
}
}
public class BeatmapInvalidForRulesetException : ArgumentException
{
public BeatmapInvalidForRulesetException(string text)
: base(text)
{
}
}
}