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osu-lazer/osu.Game.Rulesets.Mania/UI/ManiaHitRenderer.cs
2017-06-09 22:03:28 +09:00

241 lines
9.7 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 System;
using System.Collections.Generic;
using System.Linq;
using OpenTK;
using OpenTK.Input;
using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Lists;
using osu.Framework.MathUtils;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.IO.Serialization;
using osu.Game.Rulesets.Beatmaps;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Judgements;
using osu.Game.Rulesets.Mania.Mods;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Objects.Drawables;
using osu.Game.Rulesets.Mania.Scoring;
using osu.Game.Rulesets.Mania.Timing;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Timing;
using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Mania.UI
{
public class ManiaHitRenderer : HitRenderer<ManiaHitObject, ManiaJudgement>
{
/// <summary>
/// Preferred column count. This will only have an effect during the initialization of the play field.
/// </summary>
public int PreferredColumns;
public IEnumerable<DrawableBarLine> BarLines;
/// <summary>
/// Per-column timing changes.
/// </summary>
private readonly List<SpeedAdjustmentContainer>[] hitObjectTimingChanges;
/// <summary>
/// Bar line timing changes.
/// </summary>
private readonly List<SpeedAdjustmentContainer> barlineTimingChanges = new List<SpeedAdjustmentContainer>();
private readonly SortedList<MultiplierControlPoint> defaultControlPoints = new SortedList<MultiplierControlPoint>(Comparer<MultiplierControlPoint>.Default);
public ManiaHitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
: base(beatmap, isForCurrentRuleset)
{
// Generate the speed adjustment container lists
hitObjectTimingChanges = new List<SpeedAdjustmentContainer>[PreferredColumns];
for (int i = 0; i < PreferredColumns; i++)
hitObjectTimingChanges[i] = new List<SpeedAdjustmentContainer>();
// Generate the bar lines
double lastObjectTime = (Objects.LastOrDefault() as IHasEndTime)?.EndTime ?? Objects.LastOrDefault()?.StartTime ?? double.MaxValue;
SortedList<TimingControlPoint> timingPoints = Beatmap.ControlPointInfo.TimingPoints;
var barLines = new List<DrawableBarLine>();
for (int i = 0; i < timingPoints.Count; i++)
{
TimingControlPoint point = timingPoints[i];
// Stop on the beat before the next timing point, or if there is no next timing point stop slightly past the last object
double endTime = i < timingPoints.Count - 1 ? timingPoints[i + 1].Time - point.BeatLength : lastObjectTime + point.BeatLength * (int)point.TimeSignature;
int index = 0;
for (double t = timingPoints[i].Time; Precision.DefinitelyBigger(endTime, t); t += point.BeatLength, index++)
{
barLines.Add(new DrawableBarLine(new BarLine
{
StartTime = t,
ControlPoint = point,
BeatIndex = index
}));
}
}
BarLines = barLines;
// Generate speed adjustments from mods first
bool useDefaultSpeedAdjustments = true;
if (Mods != null)
{
foreach (var speedAdjustmentMod in Mods.OfType<IGenerateSpeedAdjustments>())
{
useDefaultSpeedAdjustments = false;
speedAdjustmentMod.ApplyToHitRenderer(this, ref hitObjectTimingChanges, ref barlineTimingChanges);
}
}
// Generate the default speed adjustments
if (useDefaultSpeedAdjustments)
generateDefaultSpeedAdjustments();
}
[BackgroundDependencyLoader]
private void load()
{
var maniaPlayfield = Playfield as ManiaPlayfield;
if (maniaPlayfield == null)
return;
BarLines.ForEach(maniaPlayfield.Add);
}
private void generateDefaultSpeedAdjustments()
{
defaultControlPoints.ForEach(c =>
{
foreach (List<SpeedAdjustmentContainer> t in hitObjectTimingChanges)
t.Add(new ManiaSpeedAdjustmentContainer(c, ScrollingAlgorithm.Basic));
barlineTimingChanges.Add(new ManiaSpeedAdjustmentContainer(c, ScrollingAlgorithm.Basic));
});
}
/// <summary>
/// Generates a control point at a point in time with the relevant timing change/difficulty change from the beatmap.
/// </summary>
/// <param name="time">The time to create the control point at.</param>
/// <returns>The <see cref="MultiplierControlPoint"/> at <paramref name="time"/>.</returns>
public MultiplierControlPoint CreateControlPointAt(double time)
{
if (defaultControlPoints.Count == 0)
return new MultiplierControlPoint(time);
int index = defaultControlPoints.BinarySearch(new MultiplierControlPoint(time));
if (index < 0)
return new MultiplierControlPoint(time);
return new MultiplierControlPoint(time, defaultControlPoints[index].DeepClone());
}
protected override void ApplyBeatmap()
{
base.ApplyBeatmap();
PreferredColumns = (int)Math.Round(Beatmap.BeatmapInfo.Difficulty.CircleSize);
// Calculate default multiplier control points
var lastTimingPoint = new TimingControlPoint();
var lastDifficultyPoint = new DifficultyControlPoint();
// Merge timing + difficulty points
var allPoints = new SortedList<ControlPoint>(Comparer<ControlPoint>.Default);
allPoints.AddRange(Beatmap.ControlPointInfo.TimingPoints);
allPoints.AddRange(Beatmap.ControlPointInfo.DifficultyPoints);
// Generate the timing points, making non-timing changes use the previous timing change
var timingChanges = allPoints.Select(c =>
{
var timingPoint = c as TimingControlPoint;
var difficultyPoint = c as DifficultyControlPoint;
if (timingPoint != null)
lastTimingPoint = timingPoint;
if (difficultyPoint != null)
lastDifficultyPoint = difficultyPoint;
return new MultiplierControlPoint(c.Time)
{
TimingPoint = lastTimingPoint,
DifficultyPoint = lastDifficultyPoint
};
});
double lastObjectTime = (Objects.LastOrDefault() as IHasEndTime)?.EndTime ?? Objects.LastOrDefault()?.StartTime ?? double.MaxValue;
// Perform some post processing of the timing changes
timingChanges = timingChanges
// Collapse sections after the last hit object
.Where(s => s.StartTime <= lastObjectTime)
// Collapse sections with the same start time
.GroupBy(s => s.StartTime).Select(g => g.Last()).OrderBy(s => s.StartTime)
// Collapse sections with the same beat length
.GroupBy(s => s.TimingPoint.BeatLength * s.DifficultyPoint.SpeedMultiplier).Select(g => g.First())
.ToList();
defaultControlPoints.AddRange(timingChanges);
}
protected override Playfield<ManiaHitObject, ManiaJudgement> CreatePlayfield()
{
var playfield = new ManiaPlayfield(PreferredColumns)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
// Invert by default for now (should be moved to config/skin later)
Scale = new Vector2(1, -1)
};
for (int i = 0; i < PreferredColumns; i++)
{
foreach (var change in hitObjectTimingChanges[i])
playfield.Columns.ElementAt(i).Add(change);
}
foreach (var change in barlineTimingChanges)
playfield.Add(change);
return playfield;
}
public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor(this);
protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter() => new ManiaBeatmapConverter();
protected override DrawableHitObject<ManiaHitObject, ManiaJudgement> GetVisualRepresentation(ManiaHitObject h)
{
var maniaPlayfield = Playfield as ManiaPlayfield;
if (maniaPlayfield == null)
return null;
Bindable<Key> key = maniaPlayfield.Columns.ElementAt(h.Column).Key;
var holdNote = h as HoldNote;
if (holdNote != null)
return new DrawableHoldNote(holdNote, key);
var note = h as Note;
if (note != null)
return new DrawableNote(note, key);
return null;
}
protected override Vector2 GetPlayfieldAspectAdjust() => new Vector2(1, 0.8f);
}
}