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234 lines
9.8 KiB
C#
234 lines
9.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Lists;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Configuration;
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using osu.Game.Extensions;
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using osu.Game.Input.Bindings;
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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.Timing;
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using osu.Game.Rulesets.UI.Scrolling.Algorithms;
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namespace osu.Game.Rulesets.UI.Scrolling
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{
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/// <summary>
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/// A type of <see cref="DrawableRuleset{TObject}"/> that supports a <see cref="ScrollingPlayfield"/>.
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/// <see cref="HitObject"/>s inside this <see cref="DrawableRuleset{TObject}"/> will scroll within the playfield.
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/// </summary>
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public abstract class DrawableScrollingRuleset<TObject> : DrawableRuleset<TObject>, IKeyBindingHandler<GlobalAction>
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where TObject : HitObject
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{
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/// <summary>
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/// The default span of time visible by the length of the scrolling axes.
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/// This is clamped between <see cref="time_span_min"/> and <see cref="time_span_max"/>.
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/// </summary>
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private const double time_span_default = 1500;
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/// <summary>
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/// The minimum span of time that may be visible by the length of the scrolling axes.
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/// </summary>
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private const double time_span_min = 50;
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/// <summary>
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/// The maximum span of time that may be visible by the length of the scrolling axes.
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/// </summary>
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private const double time_span_max = 10000;
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/// <summary>
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/// The step increase/decrease of the span of time visible by the length of the scrolling axes.
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/// </summary>
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private const double time_span_step = 200;
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protected readonly Bindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
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/// <summary>
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/// The span of time that is visible by the length of the scrolling axes.
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/// For example, only hit objects with start time less than or equal to 1000 will be visible with <see cref="TimeRange"/> = 1000.
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/// </summary>
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protected readonly BindableDouble TimeRange = new BindableDouble(time_span_default)
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{
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Default = time_span_default,
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MinValue = time_span_min,
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MaxValue = time_span_max
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};
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protected virtual ScrollVisualisationMethod VisualisationMethod => ScrollVisualisationMethod.Sequential;
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/// <summary>
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/// Whether the player can change <see cref="TimeRange"/>.
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/// </summary>
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protected virtual bool UserScrollSpeedAdjustment => true;
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/// <summary>
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/// Whether <see cref="TimingControlPoint"/> beat lengths should scale relative to the most common beat length in the <see cref="Beatmap"/>.
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/// </summary>
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protected virtual bool RelativeScaleBeatLengths => false;
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/// <summary>
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/// The <see cref="MultiplierControlPoint"/>s that adjust the scrolling rate of <see cref="HitObject"/>s inside this <see cref="DrawableRuleset{TObject}"/>.
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/// </summary>
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protected readonly SortedList<MultiplierControlPoint> ControlPoints = new SortedList<MultiplierControlPoint>(Comparer<MultiplierControlPoint>.Default);
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protected IScrollingInfo ScrollingInfo => scrollingInfo;
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[Cached(Type = typeof(IScrollingInfo))]
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private readonly LocalScrollingInfo scrollingInfo;
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protected DrawableScrollingRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
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: base(ruleset, beatmap, mods)
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{
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scrollingInfo = new LocalScrollingInfo();
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scrollingInfo.Direction.BindTo(Direction);
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scrollingInfo.TimeRange.BindTo(TimeRange);
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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switch (VisualisationMethod)
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{
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case ScrollVisualisationMethod.Sequential:
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scrollingInfo.Algorithm = new SequentialScrollAlgorithm(ControlPoints);
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break;
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case ScrollVisualisationMethod.Overlapping:
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scrollingInfo.Algorithm = new OverlappingScrollAlgorithm(ControlPoints);
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break;
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case ScrollVisualisationMethod.Constant:
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scrollingInfo.Algorithm = new ConstantScrollAlgorithm();
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break;
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}
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double lastObjectTime = Objects.LastOrDefault()?.GetEndTime() ?? double.MaxValue;
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double baseBeatLength = TimingControlPoint.DEFAULT_BEAT_LENGTH;
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if (RelativeScaleBeatLengths)
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{
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IReadOnlyList<TimingControlPoint> timingPoints = Beatmap.ControlPointInfo.TimingPoints;
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double maxDuration = 0;
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for (int i = 0; i < timingPoints.Count; i++)
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{
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if (timingPoints[i].Time > lastObjectTime)
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break;
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double endTime = i < timingPoints.Count - 1 ? timingPoints[i + 1].Time : lastObjectTime;
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double duration = endTime - timingPoints[i].Time;
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if (duration > maxDuration)
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{
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maxDuration = duration;
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// The slider multiplier is post-multiplied to determine the final velocity, but for relative scale beat lengths
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// the multiplier should not affect the effective timing point (the longest in the beatmap), so it is factored out here
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baseBeatLength = timingPoints[i].BeatLength / Beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier;
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}
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}
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}
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// Merge sequences of timing and difficulty control points to create the aggregate "multiplier" control point
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var lastTimingPoint = new TimingControlPoint();
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var lastDifficultyPoint = new DifficultyControlPoint();
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var allPoints = new SortedList<ControlPoint>(Comparer<ControlPoint>.Default);
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allPoints.AddRange(Beatmap.ControlPointInfo.TimingPoints);
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allPoints.AddRange(Beatmap.ControlPointInfo.DifficultyPoints);
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// Generate the timing points, making non-timing changes use the previous timing change and vice-versa
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var timingChanges = allPoints.Select(c =>
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{
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if (c is TimingControlPoint timingPoint)
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lastTimingPoint = timingPoint;
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else if (c is DifficultyControlPoint difficultyPoint)
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lastDifficultyPoint = difficultyPoint;
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return new MultiplierControlPoint(c.Time)
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{
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Velocity = Beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier,
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BaseBeatLength = baseBeatLength,
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TimingPoint = lastTimingPoint,
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DifficultyPoint = lastDifficultyPoint
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};
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});
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// Trim unwanted sequences of timing changes
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timingChanges = timingChanges
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// Collapse sections after the last hit object
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.Where(s => s.StartTime <= lastObjectTime)
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// Collapse sections with the same start time
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.GroupBy(s => s.StartTime).Select(g => g.Last()).OrderBy(s => s.StartTime);
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ControlPoints.AddRange(timingChanges);
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if (ControlPoints.Count == 0)
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ControlPoints.Add(new MultiplierControlPoint { Velocity = Beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier });
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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if (!(Playfield is ScrollingPlayfield))
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throw new ArgumentException($"{nameof(Playfield)} must be a {nameof(ScrollingPlayfield)} when using {nameof(DrawableScrollingRuleset<TObject>)}.");
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}
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/// <summary>
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/// Adjusts the scroll speed of <see cref="HitObject"/>s.
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/// </summary>
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/// <param name="amount">The amount to adjust by. Greater than 0 if the scroll speed should be increased, less than 0 if it should be decreased.</param>
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protected virtual void AdjustScrollSpeed(int amount) => this.TransformBindableTo(TimeRange, TimeRange.Value - amount * time_span_step, 200, Easing.OutQuint);
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public bool OnPressed(GlobalAction action)
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{
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if (!UserScrollSpeedAdjustment)
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return false;
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switch (action)
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{
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case GlobalAction.IncreaseScrollSpeed:
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scheduleScrollSpeedAdjustment(1);
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return true;
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case GlobalAction.DecreaseScrollSpeed:
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scheduleScrollSpeedAdjustment(-1);
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return true;
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}
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return false;
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}
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private ScheduledDelegate scheduledScrollSpeedAdjustment;
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public void OnReleased(GlobalAction action)
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{
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scheduledScrollSpeedAdjustment?.Cancel();
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scheduledScrollSpeedAdjustment = null;
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}
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private void scheduleScrollSpeedAdjustment(int amount)
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{
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scheduledScrollSpeedAdjustment?.Cancel();
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scheduledScrollSpeedAdjustment = this.BeginKeyRepeat(Scheduler, () => AdjustScrollSpeed(amount));
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}
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private class LocalScrollingInfo : IScrollingInfo
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{
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public IBindable<ScrollingDirection> Direction { get; } = new Bindable<ScrollingDirection>();
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public IBindable<double> TimeRange { get; } = new BindableDouble();
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public IScrollAlgorithm Algorithm { get; set; }
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}
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}
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}
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