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# Conflicts: # osu.Game.Rulesets.Mania/Edit/Blueprints/ManiaSelectionBlueprint.cs # osu.Game/Screens/Edit/Compose/Components/SelectionHandler.cs
121 lines
4.6 KiB
C#
121 lines
4.6 KiB
C#
// Copyright (c) 2007-2018 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 osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osuTK;
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namespace osu.Game.Rulesets.UI
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{
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public abstract class Playfield : CompositeDrawable
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{
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/// <summary>
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/// The <see cref="DrawableHitObject"/> contained in this Playfield.
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/// </summary>
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public HitObjectContainer HitObjectContainer => hitObjectContainerLazy.Value;
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private readonly Lazy<HitObjectContainer> hitObjectContainerLazy;
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/// <summary>
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/// A function that converts gamefield coordinates to screen space.
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/// </summary>
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public Func<Vector2, Vector2> GamefieldToScreenSpace => HitObjectContainer.ToScreenSpace;
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/// <summary>
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/// All the <see cref="DrawableHitObject"/>s contained in this <see cref="Playfield"/> and all <see cref="NestedPlayfields"/>.
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/// </summary>
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public IEnumerable<DrawableHitObject> AllHitObjects => HitObjectContainer?.Objects.Concat(NestedPlayfields.SelectMany(p => p.AllHitObjects)) ?? Enumerable.Empty<DrawableHitObject>();
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/// <summary>
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/// All <see cref="Playfield"/>s nested inside this <see cref="Playfield"/>.
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/// </summary>
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public IEnumerable<Playfield> NestedPlayfields => nestedPlayfields.IsValueCreated ? nestedPlayfields.Value : Enumerable.Empty<Playfield>();
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private readonly Lazy<List<Playfield>> nestedPlayfields = new Lazy<List<Playfield>>();
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/// <summary>
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/// Whether judgements should be displayed by this and and all nested <see cref="Playfield"/>s.
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/// </summary>
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public readonly BindableBool DisplayJudgements = new BindableBool(true);
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/// <summary>
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/// Creates a new <see cref="Playfield"/>.
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/// </summary>
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protected Playfield()
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{
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RelativeSizeAxes = Axes.Both;
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hitObjectContainerLazy = new Lazy<HitObjectContainer>(CreateHitObjectContainer);
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}
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private WorkingBeatmap beatmap;
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[BackgroundDependencyLoader]
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private void load(IBindableBeatmap beatmap)
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{
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this.beatmap = beatmap.Value;
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}
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/// <summary>
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/// Performs post-processing tasks (if any) after all DrawableHitObjects are loaded into this Playfield.
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/// </summary>
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public virtual void PostProcess() => NestedPlayfields.ForEach(p => p.PostProcess());
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/// <summary>
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/// Adds a DrawableHitObject to this Playfield.
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/// </summary>
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/// <param name="h">The DrawableHitObject to add.</param>
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public virtual void Add(DrawableHitObject h) => HitObjectContainer.Add(h);
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/// <summary>
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/// Remove a DrawableHitObject from this Playfield.
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/// </summary>
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/// <param name="h">The DrawableHitObject to remove.</param>
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public virtual bool Remove(DrawableHitObject h) => HitObjectContainer.Remove(h);
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/// <summary>
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/// Registers a <see cref="Playfield"/> as a nested <see cref="Playfield"/>.
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/// This does not add the <see cref="Playfield"/> to the draw hierarchy.
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/// </summary>
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/// <param name="otherPlayfield">The <see cref="Playfield"/> to add.</param>
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protected void AddNested(Playfield otherPlayfield)
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{
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otherPlayfield.DisplayJudgements.BindTo(DisplayJudgements);
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nestedPlayfields.Value.Add(otherPlayfield);
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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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// in the case a consumer forgets to add the HitObjectContainer, we will add it here.
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if (HitObjectContainer.Parent == null)
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AddInternal(HitObjectContainer);
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}
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protected override void Update()
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{
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base.Update();
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if (beatmap != null)
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foreach (var mod in beatmap.Mods.Value)
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if (mod is IUpdatableByPlayfield updatable)
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updatable.Update(this);
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}
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/// <summary>
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/// Creates the container that will be used to contain the <see cref="DrawableHitObject"/>s.
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/// </summary>
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protected virtual HitObjectContainer CreateHitObjectContainer() => new HitObjectContainer();
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}
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}
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