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osu-lazer/osu.Game.Rulesets.Mania/UI/ManiaPlayfield.cs

103 lines
3.9 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Graphics;
using osu.Game.Rulesets.Mania.Objects;
using osu.Framework.Graphics.Containers;
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Mania.Configuration;
using osu.Game.Rulesets.UI.Scrolling;
namespace osu.Game.Rulesets.Mania.UI
{
public class ManiaPlayfield : ScrollingPlayfield
{
/// <summary>
/// Whether this playfield should be inverted. This flips everything inside the playfield.
/// </summary>
public readonly Bindable<bool> Inverted = new Bindable<bool>(true);
public List<Column> Columns => stages.SelectMany(x => x.Columns).ToList();
private readonly List<ManiaStage> stages = new List<ManiaStage>();
public ManiaPlayfield(List<StageDefinition> stageDefinitions)
: base(ScrollingDirection.Up)
{
if (stageDefinitions == null)
throw new ArgumentNullException(nameof(stageDefinitions));
if (stageDefinitions.Count <= 0)
throw new ArgumentException("Can't have zero or fewer stages.");
Inverted.Value = true;
GridContainer playfieldGrid;
InternalChild = playfieldGrid = new GridContainer
{
RelativeSizeAxes = Axes.Both,
Content = new[] { new Drawable[stageDefinitions.Count] }
};
var normalColumnAction = ManiaAction.Key1;
var specialColumnAction = ManiaAction.Special1;
int firstColumnIndex = 0;
for (int i = 0; i < stageDefinitions.Count; i++)
{
var newStage = new ManiaStage(firstColumnIndex, stageDefinitions[i], ref normalColumnAction, ref specialColumnAction);
newStage.VisibleTimeRange.BindTo(VisibleTimeRange);
newStage.Inverted.BindTo(Inverted);
playfieldGrid.Content[0][i] = newStage;
stages.Add(newStage);
AddNested(newStage);
firstColumnIndex += newStage.Columns.Count;
}
}
public override void Add(DrawableHitObject h) => getStageByColumn(((ManiaHitObject)h.HitObject).Column).Add(h);
public void Add(BarLine barline) => stages.ForEach(s => s.Add(barline));
private ManiaStage getStageByColumn(int column)
{
int sum = 0;
foreach (var stage in stages)
{
sum = sum + stage.Columns.Count;
if (sum > column)
return stage;
}
return null;
}
private Bindable<double> scrollTime;
[BackgroundDependencyLoader]
private void load(ManiaConfigManager maniaConfig)
{
maniaConfig.BindWith(ManiaSetting.ScrollTime, VisibleTimeRange);
// Todo: The following two lines shouldn't be required, but is an effect of not having config databased
// 1. ValueChanged is run prior to values being propagated
// 2. We want the config to be saved ASAP, in-case a new ManiaPlayfield is instantiated
scrollTime = maniaConfig.GetBindable<double>(ManiaSetting.ScrollTime);
scrollTime.ValueChanged += v => maniaConfig.Save();
}
internal void OnJudgement(DrawableHitObject judgedObject, Judgement judgement)
{
getStageByColumn(((ManiaHitObject)judgedObject.HitObject).Column).OnJudgement(judgedObject, judgement);
}
}
}