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241 lines
9.7 KiB
C#
241 lines
9.7 KiB
C#
// Copyright (c) 2007-2017 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 System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenTK;
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using OpenTK.Input;
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Lists;
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using osu.Framework.MathUtils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.IO.Serialization;
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using osu.Game.Rulesets.Beatmaps;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Judgements;
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using osu.Game.Rulesets.Mania.Mods;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.Mania.Scoring;
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using osu.Game.Rulesets.Mania.Timing;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Timing;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Mania.UI
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{
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public class ManiaHitRenderer : HitRenderer<ManiaHitObject, ManiaJudgement>
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{
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/// <summary>
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/// Preferred column count. This will only have an effect during the initialization of the play field.
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/// </summary>
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public int PreferredColumns;
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public IEnumerable<DrawableBarLine> BarLines;
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/// <summary>
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/// Per-column timing changes.
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/// </summary>
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private readonly List<SpeedAdjustmentContainer>[] hitObjectTimingChanges;
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/// <summary>
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/// Bar line timing changes.
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/// </summary>
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private readonly List<SpeedAdjustmentContainer> barlineTimingChanges = new List<SpeedAdjustmentContainer>();
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private readonly SortedList<MultiplierControlPoint> defaultControlPoints = new SortedList<MultiplierControlPoint>(Comparer<MultiplierControlPoint>.Default);
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public ManiaHitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
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: base(beatmap, isForCurrentRuleset)
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{
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// Generate the speed adjustment container lists
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hitObjectTimingChanges = new List<SpeedAdjustmentContainer>[PreferredColumns];
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for (int i = 0; i < PreferredColumns; i++)
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hitObjectTimingChanges[i] = new List<SpeedAdjustmentContainer>();
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// Generate the bar lines
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double lastObjectTime = (Objects.LastOrDefault() as IHasEndTime)?.EndTime ?? Objects.LastOrDefault()?.StartTime ?? double.MaxValue;
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SortedList<TimingControlPoint> timingPoints = Beatmap.ControlPointInfo.TimingPoints;
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var barLines = new List<DrawableBarLine>();
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for (int i = 0; i < timingPoints.Count; i++)
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{
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TimingControlPoint point = timingPoints[i];
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// Stop on the beat before the next timing point, or if there is no next timing point stop slightly past the last object
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double endTime = i < timingPoints.Count - 1 ? timingPoints[i + 1].Time - point.BeatLength : lastObjectTime + point.BeatLength * (int)point.TimeSignature;
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int index = 0;
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for (double t = timingPoints[i].Time; Precision.DefinitelyBigger(endTime, t); t += point.BeatLength, index++)
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{
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barLines.Add(new DrawableBarLine(new BarLine
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{
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StartTime = t,
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ControlPoint = point,
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BeatIndex = index
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}));
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}
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}
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BarLines = barLines;
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// Generate speed adjustments from mods first
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bool useDefaultSpeedAdjustments = true;
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if (Mods != null)
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{
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foreach (var speedAdjustmentMod in Mods.OfType<IGenerateSpeedAdjustments>())
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{
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useDefaultSpeedAdjustments = false;
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speedAdjustmentMod.ApplyToHitRenderer(this, ref hitObjectTimingChanges, ref barlineTimingChanges);
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}
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}
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// Generate the default speed adjustments
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if (useDefaultSpeedAdjustments)
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generateDefaultSpeedAdjustments();
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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var maniaPlayfield = Playfield as ManiaPlayfield;
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if (maniaPlayfield == null)
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return;
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BarLines.ForEach(maniaPlayfield.Add);
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}
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private void generateDefaultSpeedAdjustments()
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{
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defaultControlPoints.ForEach(c =>
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{
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foreach (List<SpeedAdjustmentContainer> t in hitObjectTimingChanges)
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t.Add(new ManiaSpeedAdjustmentContainer(c, ScrollingAlgorithm.Basic));
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barlineTimingChanges.Add(new ManiaSpeedAdjustmentContainer(c, ScrollingAlgorithm.Basic));
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});
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}
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/// <summary>
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/// Generates a control point at a point in time with the relevant timing change/difficulty change from the beatmap.
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/// </summary>
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/// <param name="time">The time to create the control point at.</param>
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/// <returns>The <see cref="MultiplierControlPoint"/> at <paramref name="time"/>.</returns>
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public MultiplierControlPoint CreateControlPointAt(double time)
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{
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if (defaultControlPoints.Count == 0)
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return new MultiplierControlPoint(time);
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int index = defaultControlPoints.BinarySearch(new MultiplierControlPoint(time));
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if (index < 0)
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return new MultiplierControlPoint(time);
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return new MultiplierControlPoint(time, defaultControlPoints[index].DeepClone());
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}
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protected override void ApplyBeatmap()
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{
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base.ApplyBeatmap();
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PreferredColumns = (int)Math.Round(Beatmap.BeatmapInfo.Difficulty.CircleSize);
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// Calculate default multiplier control points
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var lastTimingPoint = new TimingControlPoint();
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var lastDifficultyPoint = new DifficultyControlPoint();
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// Merge timing + difficulty points
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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
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var timingChanges = allPoints.Select(c =>
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{
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var timingPoint = c as TimingControlPoint;
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var difficultyPoint = c as DifficultyControlPoint;
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if (timingPoint != null)
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lastTimingPoint = timingPoint;
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if (difficultyPoint != null)
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lastDifficultyPoint = difficultyPoint;
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return new MultiplierControlPoint(c.Time)
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{
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TimingPoint = lastTimingPoint,
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DifficultyPoint = lastDifficultyPoint
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};
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});
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double lastObjectTime = (Objects.LastOrDefault() as IHasEndTime)?.EndTime ?? Objects.LastOrDefault()?.StartTime ?? double.MaxValue;
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// Perform some post processing of the 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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// Collapse sections with the same beat length
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.GroupBy(s => s.TimingPoint.BeatLength * s.DifficultyPoint.SpeedMultiplier).Select(g => g.First())
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.ToList();
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defaultControlPoints.AddRange(timingChanges);
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}
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protected override Playfield<ManiaHitObject, ManiaJudgement> CreatePlayfield()
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{
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var playfield = new ManiaPlayfield(PreferredColumns)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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// Invert by default for now (should be moved to config/skin later)
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Scale = new Vector2(1, -1)
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};
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for (int i = 0; i < PreferredColumns; i++)
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{
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foreach (var change in hitObjectTimingChanges[i])
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playfield.Columns.ElementAt(i).Add(change);
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}
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foreach (var change in barlineTimingChanges)
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playfield.Add(change);
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return playfield;
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}
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public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor(this);
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protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter() => new ManiaBeatmapConverter();
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protected override DrawableHitObject<ManiaHitObject, ManiaJudgement> GetVisualRepresentation(ManiaHitObject h)
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{
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var maniaPlayfield = Playfield as ManiaPlayfield;
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if (maniaPlayfield == null)
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return null;
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Bindable<Key> key = maniaPlayfield.Columns.ElementAt(h.Column).Key;
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var holdNote = h as HoldNote;
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if (holdNote != null)
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return new DrawableHoldNote(holdNote, key);
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var note = h as Note;
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if (note != null)
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return new DrawableNote(note, key);
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return null;
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}
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protected override Vector2 GetPlayfieldAspectAdjust() => new Vector2(1, 0.8f);
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}
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}
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