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osu-lazer/osu.Game/Rulesets/UI/DrawableRuleset.cs
2024-03-14 12:22:46 +09:00

609 lines
23 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Input;
using osu.Framework.Input.Events;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics.Cursor;
using osu.Game.Input.Handlers;
using osu.Game.Overlays;
using osu.Game.Replays;
using osu.Game.Rulesets.Configuration;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.HUD;
using osu.Game.Screens.Play.HUD.ClicksPerSecond;
using osuTK;
namespace osu.Game.Rulesets.UI
{
/// <summary>
/// Displays an interactive ruleset gameplay instance.
/// </summary>
/// <typeparam name="TObject">The type of HitObject contained by this DrawableRuleset.</typeparam>
public abstract partial class DrawableRuleset<TObject> : DrawableRuleset, IProvideCursor, ICanAttachHUDPieces
where TObject : HitObject
{
public override event Action<JudgementResult> NewResult;
public override event Action<JudgementResult> RevertResult;
/// <summary>
/// The selected variant.
/// </summary>
public virtual int Variant => 0;
/// <summary>
/// The key conversion input manager for this DrawableRuleset.
/// </summary>
protected PassThroughInputManager KeyBindingInputManager;
public override double GameplayStartTime => Objects.FirstOrDefault()?.StartTime - 2000 ?? 0;
private readonly Lazy<Playfield> playfield;
/// <summary>
/// The playfield.
/// </summary>
public override Playfield Playfield => playfield.Value;
public override Container Overlays { get; } = new Container { RelativeSizeAxes = Axes.Both };
public override IAdjustableAudioComponent Audio => audioContainer;
private readonly AudioContainer audioContainer = new AudioContainer { RelativeSizeAxes = Axes.Both };
/// <summary>
/// A container which encapsulates the <see cref="Playfield"/> and provides any adjustments to
/// ensure correct scale and position.
/// </summary>
public virtual PlayfieldAdjustmentContainer PlayfieldAdjustmentContainer { get; private set; }
public override Container FrameStableComponents { get; } = new Container { RelativeSizeAxes = Axes.Both };
public override IFrameStableClock FrameStableClock => frameStabilityContainer;
private bool allowBackwardsSeeks;
public override bool AllowBackwardsSeeks
{
get => allowBackwardsSeeks;
set
{
allowBackwardsSeeks = value;
if (frameStabilityContainer != null)
frameStabilityContainer.AllowBackwardsSeeks = value;
}
}
private bool frameStablePlayback = true;
internal override bool FrameStablePlayback
{
get => frameStablePlayback;
set
{
frameStablePlayback = value;
if (frameStabilityContainer != null)
frameStabilityContainer.FrameStablePlayback = value;
}
}
/// <summary>
/// The beatmap.
/// </summary>
[Cached(typeof(IBeatmap))]
public readonly Beatmap<TObject> Beatmap;
public override IEnumerable<HitObject> Objects => Beatmap.HitObjects;
protected IRulesetConfigManager Config { get; private set; }
[Cached(typeof(IReadOnlyList<Mod>))]
public sealed override IReadOnlyList<Mod> Mods { get; }
private FrameStabilityContainer frameStabilityContainer;
private OnScreenDisplay onScreenDisplay;
private DrawableRulesetDependencies dependencies;
/// <summary>
/// Creates a ruleset visualisation for the provided ruleset and beatmap.
/// </summary>
/// <param name="ruleset">The ruleset being represented.</param>
/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
/// <param name="mods">The <see cref="Mod"/>s to apply.</param>
protected DrawableRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
: base(ruleset)
{
ArgumentNullException.ThrowIfNull(beatmap);
if (!(beatmap is Beatmap<TObject> tBeatmap))
throw new ArgumentException($"{GetType()} expected the beatmap to contain hitobjects of type {typeof(TObject)}.", nameof(beatmap));
Beatmap = tBeatmap;
Mods = mods?.ToArray() ?? Array.Empty<Mod>();
RelativeSizeAxes = Axes.Both;
KeyBindingInputManager = CreateInputManager();
playfield = new Lazy<Playfield>(() => CreatePlayfield().With(p =>
{
p.NewResult += (_, r) => NewResult?.Invoke(r);
p.RevertResult += r => RevertResult?.Invoke(r);
}));
}
protected override void LoadComplete()
{
base.LoadComplete();
IsPaused.ValueChanged += paused =>
{
if (HasReplayLoaded.Value)
return;
KeyBindingInputManager.UseParentInput = !paused.NewValue;
};
}
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
{
dependencies = new DrawableRulesetDependencies(Ruleset, base.CreateChildDependencies(parent));
Config = dependencies.RulesetConfigManager;
onScreenDisplay = dependencies.Get<OnScreenDisplay>();
if (Config != null)
onScreenDisplay?.BeginTracking(this, Config);
return dependencies;
}
public virtual PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new PlayfieldAdjustmentContainer();
[Resolved]
private OsuConfigManager config { get; set; }
[BackgroundDependencyLoader]
private void load(CancellationToken? cancellationToken)
{
InternalChild = frameStabilityContainer = new FrameStabilityContainer(GameplayStartTime)
{
FrameStablePlayback = FrameStablePlayback,
AllowBackwardsSeeks = AllowBackwardsSeeks,
Children = new Drawable[]
{
FrameStableComponents,
audioContainer.WithChild(KeyBindingInputManager
.WithChildren(new Drawable[]
{
PlayfieldAdjustmentContainer = CreatePlayfieldAdjustmentContainer()
.WithChild(Playfield),
Overlays
})),
}
};
if ((ResumeOverlay = CreateResumeOverlay()) != null)
{
AddInternal(CreateInputManager()
.WithChild(CreatePlayfieldAdjustmentContainer()
.WithChild(ResumeOverlay)));
}
applyRulesetMods(Mods, config);
loadObjects(cancellationToken ?? default);
}
/// <summary>
/// Creates and adds drawable representations of hit objects to the play field.
/// </summary>
private void loadObjects(CancellationToken cancellationToken)
{
foreach (TObject h in Beatmap.HitObjects)
{
cancellationToken.ThrowIfCancellationRequested();
AddHitObject(h);
}
cancellationToken.ThrowIfCancellationRequested();
Playfield.PostProcess();
foreach (var mod in Mods.OfType<IApplicableToDrawableHitObject>())
{
foreach (var drawableHitObject in Playfield.AllHitObjects)
mod.ApplyToDrawableHitObject(drawableHitObject);
}
}
public override void RequestResume(Action continueResume)
{
if (ResumeOverlay != null && UseResumeOverlay)
{
ResumeOverlay.GameplayCursor = Cursor;
ResumeOverlay.ResumeAction = continueResume;
ResumeOverlay.Show();
}
else
continueResume();
}
public override void CancelResume()
{
// called if the user pauses while the resume overlay is open
ResumeOverlay?.Hide();
}
/// <summary>
/// Adds a <see cref="HitObject"/> to this <see cref="DrawableRuleset"/>.
/// </summary>
/// <remarks>
/// This does not add the <see cref="HitObject"/> to the beatmap.
/// </remarks>
/// <param name="hitObject">The <see cref="HitObject"/> to add.</param>
public void AddHitObject(TObject hitObject)
{
var drawableRepresentation = CreateDrawableRepresentation(hitObject);
// If a drawable representation exists, use it, otherwise assume the hitobject is being pooled.
if (drawableRepresentation != null)
Playfield.Add(drawableRepresentation);
else
Playfield.Add(hitObject);
}
/// <summary>
/// Removes a <see cref="HitObject"/> from this <see cref="DrawableRuleset"/>.
/// </summary>
/// <remarks>
/// This does not remove the <see cref="HitObject"/> from the beatmap.
/// </remarks>
/// <param name="hitObject">The <see cref="HitObject"/> to remove.</param>
public bool RemoveHitObject(TObject hitObject)
{
if (Playfield.Remove(hitObject))
return true;
// If the entry was not removed from the playfield, assume the hitobject is not being pooled and attempt a direct drawable removal.
var drawableObject = Playfield.AllHitObjects.SingleOrDefault(d => d.HitObject == hitObject);
if (drawableObject != null)
return Playfield.Remove(drawableObject);
return false;
}
public sealed override void SetRecordTarget(Score score)
{
if (!(KeyBindingInputManager is IHasRecordingHandler recordingInputManager))
throw new InvalidOperationException($"A {nameof(KeyBindingInputManager)} which supports recording is not available");
if (score == null)
{
recordingInputManager.Recorder = null;
return;
}
var recorder = CreateReplayRecorder(score);
if (recorder == null)
return;
recorder.ScreenSpaceToGamefield = Playfield.ScreenSpaceToGamefield;
recordingInputManager.Recorder = recorder;
}
public override void SetReplayScore(Score replayScore)
{
if (!(KeyBindingInputManager is IHasReplayHandler replayInputManager))
throw new InvalidOperationException($"A {nameof(KeyBindingInputManager)} which supports replay loading is not available");
var handler = (ReplayScore = replayScore) != null ? CreateReplayInputHandler(replayScore.Replay) : null;
replayInputManager.ReplayInputHandler = handler;
frameStabilityContainer.ReplayInputHandler = handler;
HasReplayLoaded.Value = replayInputManager.ReplayInputHandler != null;
if (replayInputManager.ReplayInputHandler != null)
replayInputManager.ReplayInputHandler.GamefieldToScreenSpace = Playfield.GamefieldToScreenSpace;
if (!ProvidingUserCursor)
{
// The cursor is hidden by default (see Playfield.load()), but should be shown when there's a replay
Playfield.Cursor?.Show();
}
}
/// <summary>
/// Creates a <see cref="DrawableHitObject{TObject}"/> to represent a <see cref="HitObject"/>.
/// </summary>
/// <remarks>
/// If this method returns <c>null</c>, then this <see cref="DrawableRuleset"/> will assume the requested <see cref="HitObject"/> type is being pooled inside the <see cref="Playfield"/>,
/// and will instead attempt to retrieve the <see cref="DrawableHitObject"/>s at the point they should become alive via pools registered in the <see cref="Playfield"/>.
/// </remarks>
/// <param name="h">The <see cref="HitObject"/> to represent.</param>
/// <returns>The representing <see cref="DrawableHitObject{TObject}"/>.</returns>
public abstract DrawableHitObject<TObject> CreateDrawableRepresentation(TObject h);
public void Attach(InputCountController inputCountController) =>
(KeyBindingInputManager as ICanAttachHUDPieces)?.Attach(inputCountController);
public void Attach(ClicksPerSecondController controller) =>
(KeyBindingInputManager as ICanAttachHUDPieces)?.Attach(controller);
/// <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>
protected abstract PassThroughInputManager CreateInputManager();
protected virtual ReplayInputHandler CreateReplayInputHandler(Replay replay) => null;
protected virtual ReplayRecorder CreateReplayRecorder(Score score) => null;
/// <summary>
/// Creates a Playfield.
/// </summary>
/// <returns>The Playfield.</returns>
protected abstract Playfield CreatePlayfield();
/// <summary>
/// Applies the active mods to this DrawableRuleset.
/// </summary>
/// <param name="mods">The <see cref="Mod"/>s to apply.</param>
/// <param name="config">The <see cref="OsuConfigManager"/> to apply.</param>
private void applyRulesetMods(IReadOnlyList<Mod> mods, OsuConfigManager config)
{
if (mods == null)
return;
foreach (var mod in mods.OfType<IApplicableToDrawableRuleset<TObject>>())
mod.ApplyToDrawableRuleset(this);
foreach (var mod in mods.OfType<IReadFromConfig>())
mod.ReadFromConfig(config);
}
#region IProvideCursor
protected override bool OnHover(HoverEvent e) => true; // required for IProvideCursor
// only show the cursor when within the playfield, by default.
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => Playfield.ReceivePositionalInputAt(screenSpacePos);
CursorContainer IProvideCursor.Cursor => Playfield.Cursor;
public override GameplayCursorContainer Cursor => Playfield.Cursor;
public bool ProvidingUserCursor => Playfield.Cursor != null && !HasReplayLoaded.Value;
#endregion
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (Config != null)
{
onScreenDisplay?.StopTracking(this, Config);
Config = null;
}
// Dispose the components created by this dependency container.
dependencies?.Dispose();
}
}
/// <summary>
/// Displays an interactive ruleset gameplay instance.
/// <remarks>
/// This type is required only for adding non-generic type to the draw hierarchy.
/// </remarks>
/// </summary>
[Cached(typeof(DrawableRuleset))]
public abstract partial class DrawableRuleset : CompositeDrawable
{
/// <summary>
/// Invoked when a <see cref="JudgementResult"/> has been applied by a <see cref="DrawableHitObject"/>.
/// </summary>
public abstract event Action<JudgementResult> NewResult;
/// <summary>
/// Invoked when a <see cref="JudgementResult"/> is being reverted by a <see cref="DrawableHitObject"/>.
/// </summary>
public abstract event Action<JudgementResult> RevertResult;
/// <summary>
/// Whether a replay is currently loaded.
/// </summary>
public readonly BindableBool HasReplayLoaded = new BindableBool();
/// <summary>
/// Whether the game is paused. Used to block user input.
/// </summary>
public readonly BindableBool IsPaused = new BindableBool();
/// <summary>
/// Audio adjustments which are applied to the playfield.
/// </summary>
public abstract IAdjustableAudioComponent Audio { get; }
/// <summary>
/// The playfield.
/// </summary>
public abstract Playfield Playfield { get; }
/// <summary>
/// Content to be placed above hitobjects. Will be affected by frame stability and adjustments applied to <see cref="Audio"/>.
/// </summary>
public abstract Container Overlays { get; }
/// <summary>
/// Components to be run potentially multiple times in line with frame-stable gameplay.
/// </summary>
public abstract Container FrameStableComponents { get; }
/// <summary>
/// The frame-stable clock which is being used for playfield display.
/// </summary>
public abstract IFrameStableClock FrameStableClock { get; }
/// <summary>
/// Whether to enable frame-stable playback.
/// </summary>
internal abstract bool FrameStablePlayback { get; set; }
/// <summary>
/// When a replay is not attached, we usually block any backwards seeks.
/// This will bypass the check. Should only be used for tests.
/// </summary>
public abstract bool AllowBackwardsSeeks { get; set; }
/// <summary>
/// The mods which are to be applied.
/// </summary>
public abstract IReadOnlyList<Mod> Mods { get; }
/// <summary>~
/// The associated ruleset.
/// </summary>
public readonly Ruleset Ruleset;
/// <summary>
/// Creates a ruleset visualisation for the provided ruleset.
/// </summary>
/// <param name="ruleset">The ruleset.</param>
internal DrawableRuleset(Ruleset ruleset)
{
Ruleset = ruleset;
}
/// <summary>
/// All the converted hit objects contained by this hit renderer.
/// </summary>
public abstract IEnumerable<HitObject> Objects { get; }
/// <summary>
/// The point in time at which gameplay starts, including any required lead-in for display purposes.
/// Defaults to two seconds before the first <see cref="HitObject"/>. Override as necessary.
/// </summary>
public abstract double GameplayStartTime { get; }
/// <summary>
/// The currently loaded replay. Usually null in the case of a local player.
/// </summary>
public Score ReplayScore { get; protected set; }
/// <summary>
/// The cursor being displayed by the <see cref="Playfield"/>. May be null if no cursor is provided.
/// </summary>
[CanBeNull]
public abstract GameplayCursorContainer Cursor { get; }
/// <summary>
/// An optional overlay used when resuming gameplay from a paused state.
/// </summary>
public ResumeOverlay ResumeOverlay { get; protected set; }
/// <summary>
/// Whether the <see cref="ResumeOverlay"/> should be used to return the user's cursor position to its previous location after a pause.
/// </summary>
/// <remarks>
/// Defaults to <c>true</c>.
/// Even if <c>true</c>, will not have any effect if the ruleset does not have a resume overlay (see <see cref="CreateResumeOverlay"/>).
/// </remarks>
public bool UseResumeOverlay { get; set; } = true;
/// <summary>
/// Returns first available <see cref="HitWindows"/> provided by a <see cref="HitObject"/>.
/// </summary>
[CanBeNull]
public HitWindows FirstAvailableHitWindows
{
get
{
foreach (var hitObject in Objects)
{
if (hitObject.HitWindows.WindowFor(HitResult.Miss) > 0)
return hitObject.HitWindows;
foreach (var nested in hitObject.NestedHitObjects)
{
if (nested.HitWindows.WindowFor(HitResult.Miss) > 0)
return nested.HitWindows;
}
}
return null;
}
}
/// <summary>
/// Create an optional resume overlay, which is displayed when a player requests to resume gameplay during non-break time.
/// This can be used to force the player to return their hands / cursor to the position they left off, to avoid players
/// using pauses as a means of adjusting their inputs (aka "pause buffering").
/// </summary>
protected virtual ResumeOverlay CreateResumeOverlay() => null;
/// <summary>
/// Whether to display gameplay overlays, such as <see cref="HUDOverlay"/> and <see cref="BreakOverlay"/>.
/// </summary>
public virtual bool AllowGameplayOverlays => true;
/// <summary>
/// Sets a replay to be used, overriding local input.
/// </summary>
/// <param name="replayScore">The replay, null for local input.</param>
public abstract void SetReplayScore(Score replayScore);
/// <summary>
/// Sets a replay to be used to record gameplay.
/// </summary>
/// <param name="score">The target to be recorded to.</param>
public abstract void SetRecordTarget([CanBeNull] Score score);
/// <summary>
/// Invoked when the interactive user requests resuming from a paused state.
/// Allows potentially delaying the resume process until an interaction is performed.
/// </summary>
/// <param name="continueResume">The action to run when resuming is to be completed.</param>
public abstract void RequestResume(Action continueResume);
/// <summary>
/// Invoked when the user requests to pause while the resume overlay is active.
/// </summary>
public abstract void CancelResume();
}
public class BeatmapInvalidForRulesetException : ArgumentException
{
public BeatmapInvalidForRulesetException(string text)
: base(text)
{
}
}
}