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213 lines
8.3 KiB
C#
213 lines
8.3 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using osuTK.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.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.Bindables;
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using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.Mania.UI.Components;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Skinning;
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using osuTK;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
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namespace osu.Game.Rulesets.Mania.UI
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{
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[Cached]
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public class Column : ScrollingPlayfield, IKeyBindingHandler<ManiaAction>, IHasAccentColour
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{
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public const float COLUMN_WIDTH = 80;
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public const float SPECIAL_COLUMN_WIDTH = 70;
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/// <summary>
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/// The index of this column as part of the whole playfield.
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/// </summary>
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public readonly int Index;
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public readonly Bindable<ManiaAction> Action = new Bindable<ManiaAction>();
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private readonly ColumnHitObjectArea hitObjectArea;
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internal readonly Container TopLevelContainer;
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public Column(int index)
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{
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Index = index;
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RelativeSizeAxes = Axes.Y;
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Width = COLUMN_WIDTH;
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Drawable background = new SkinnableDrawable(new ManiaSkinComponent(ManiaSkinComponents.ColumnBackground, Index), _ => new DefaultColumnBackground())
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{
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RelativeSizeAxes = Axes.Both
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};
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InternalChildren = new[]
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{
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// For input purposes, the background is added at the highest depth, but is then proxied back below all other elements
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background.CreateProxy(),
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hitObjectArea = new ColumnHitObjectArea(Index, HitObjectContainer) { RelativeSizeAxes = Axes.Both },
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new SkinnableDrawable(new ManiaSkinComponent(ManiaSkinComponents.KeyArea, Index), _ => new DefaultKeyArea())
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{
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RelativeSizeAxes = Axes.Both
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},
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background,
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TopLevelContainer = new Container { RelativeSizeAxes = Axes.Both }
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};
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TopLevelContainer.Add(hitObjectArea.Explosions.CreateProxy());
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}
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public override Axes RelativeSizeAxes => Axes.Y;
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public ColumnType ColumnType { get; set; }
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public bool IsSpecial => ColumnType == ColumnType.Special;
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public Color4 AccentColour { get; set; }
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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dependencies.CacheAs<IBindable<ManiaAction>>(Action);
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return dependencies;
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}
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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="hitObject">The DrawableHitObject to add.</param>
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public override void Add(DrawableHitObject hitObject)
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{
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hitObject.AccentColour.Value = AccentColour;
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hitObject.OnNewResult += OnNewResult;
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HitObjectContainer.Add(hitObject);
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}
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public override bool Remove(DrawableHitObject h)
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{
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if (!base.Remove(h))
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return false;
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h.OnNewResult -= OnNewResult;
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return true;
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}
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internal void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)
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{
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if (!result.IsHit || !judgedObject.DisplayResult || !DisplayJudgements.Value)
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return;
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var explosion = new SkinnableDrawable(new ManiaSkinComponent(ManiaSkinComponents.HitExplosion, Index), _ =>
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new DefaultHitExplosion(judgedObject.AccentColour.Value, judgedObject is DrawableHoldNoteTick))
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{
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RelativeSizeAxes = Axes.Both
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};
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hitObjectArea.Explosions.Add(explosion);
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explosion.Delay(200).Expire(true);
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}
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public bool OnPressed(ManiaAction action)
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{
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if (action != Action.Value)
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return false;
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var nextObject =
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HitObjectContainer.AliveObjects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current) ??
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// fallback to non-alive objects to find next off-screen object
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HitObjectContainer.Objects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current) ??
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HitObjectContainer.Objects.LastOrDefault();
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nextObject?.PlaySamples();
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return true;
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}
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public void OnReleased(ManiaAction action)
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{
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
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// This probably shouldn't exist as is, but the columns in the stage are separated by a 1px border
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=> DrawRectangle.Inflate(new Vector2(Stage.COLUMN_SPACING / 2, 0)).Contains(ToLocalSpace(screenSpacePos));
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public Vector2 ScreenSpacePositionAtTime(double time, Column column = null)
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{
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var pos = ScrollingInfo.Algorithm.PositionAt(time, Time.Current, ScrollingInfo.TimeRange.Value, HitObjectContainer.DrawHeight);
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switch (ScrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Down:
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// We're dealing with screen coordinates in which the position decreases towards the centre of the screen resulting in an increase in start time.
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// The scrolling algorithm instead assumes a top anchor meaning an increase in time corresponds to an increase in position,
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// so when scrolling downwards the coordinates need to be flipped.
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pos = HitObjectContainer.DrawHeight - pos;
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// Blueprints are centred on the mouse position, such that the hitobject position is anchored at the top or bottom of the blueprint depending on the scroll direction.
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pos -= DefaultNotePiece.NOTE_HEIGHT / 2;
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break;
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case ScrollingDirection.Up:
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pos += DefaultNotePiece.NOTE_HEIGHT / 2;
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break;
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}
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return HitObjectContainer.ToScreenSpace(new Vector2(HitObjectContainer.DrawWidth / 2, pos));
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}
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public double TimeAtScreenSpacePosition(Vector2 screenSpacePosition)
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{
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// convert to local space of column so we can snap and fetch correct location.
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Vector2 localPosition = HitObjectContainer.ToLocalSpace(screenSpacePosition);
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switch (ScrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Down:
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// as above
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localPosition.Y = HitObjectContainer.DrawHeight - localPosition.Y;
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break;
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}
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// offset for the fact that blueprints are centered, as above.
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localPosition.Y -= DefaultNotePiece.NOTE_HEIGHT / 2;
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return ScrollingInfo.Algorithm.TimeAt(localPosition.Y, Time.Current, ScrollingInfo.TimeRange.Value, HitObjectContainer.DrawHeight);
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}
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/// <summary>
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/// Converts a mouse position to a hitobject position.
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/// </summary>
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/// <remarks>
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/// Blueprints are centred on the mouse position, such that the hitobject position is anchored at the top or bottom of the blueprint depending on the scroll direction.
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/// </remarks>
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/// <param name="mousePosition">The mouse position.</param>
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/// <returns>The resulting hitobject position, acnhored at the top or bottom of the blueprint depending on the scroll direction.</returns>
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private Vector2 mouseToHitObjectPosition(Vector2 mousePosition)
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{
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switch (ScrollingInfo.Direction.Value)
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{
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case ScrollingDirection.Up:
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mousePosition.Y -= DefaultNotePiece.NOTE_HEIGHT / 2;
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break;
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case ScrollingDirection.Down:
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mousePosition.Y += DefaultNotePiece.NOTE_HEIGHT / 2;
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break;
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}
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return mousePosition;
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}
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}
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}
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