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4f6263ef86
This is important when using dynamic compiling to rapidly iterate. Until we actually split projects out into pieces (like the abstract ruleset project we have talked about) there is no advantage to using internal in the osu! game code.
116 lines
4.4 KiB
C#
116 lines
4.4 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 osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Objects.Drawables;
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using OpenTK;
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using osu.Game.Rulesets.Judgements;
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using osu.Framework.Allocation;
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using System.Collections.Generic;
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using System.Linq;
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namespace osu.Game.Rulesets.UI
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{
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public abstract class Playfield : Container
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{
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/// <summary>
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/// The HitObjects contained in this Playfield.
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/// </summary>
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public HitObjectContainer HitObjects { get; protected set; }
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public Container<Drawable> ScaledContent;
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/// <summary>
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/// Whether we are currently providing the local user a gameplay cursor.
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/// </summary>
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public virtual bool ProvidingUserCursor => false;
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protected override Container<Drawable> Content => content;
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private readonly Container<Drawable> content;
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/// <summary>
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/// A container for keeping track of DrawableHitObjects.
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/// </summary>
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/// <param name="customWidth">Whether we want our internal coordinate system to be scaled to a specified width.</param>
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protected Playfield(float? customWidth = null)
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{
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// Default height since we force relative size axes
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Size = Vector2.One;
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AddInternal(ScaledContent = new ScaledContainer
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{
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CustomWidth = customWidth,
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RelativeSizeAxes = Axes.Both,
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Children = new[]
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{
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content = new Container
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{
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RelativeSizeAxes = Axes.Both,
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}
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}
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});
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HitObjects = new HitObjectContainer
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{
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RelativeSizeAxes = Axes.Both,
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};
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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Add(HitObjects);
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}
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public override Axes RelativeSizeAxes
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{
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get { return Axes.Both; }
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set { throw new InvalidOperationException($@"{nameof(Playfield)}'s {nameof(RelativeSizeAxes)} should never be changed from {Axes.Both}"); }
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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() { }
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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) => HitObjects.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 void Remove(DrawableHitObject h) => HitObjects.Remove(h);
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/// <summary>
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/// Triggered when a new <see cref="Judgement"/> occurs on a <see cref="DrawableHitObject"/>.
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/// </summary>
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/// <param name="judgedObject">The object that <paramref name="judgement"/> occured for.</param>
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/// <param name="judgement">The <see cref="Judgement"/> that occurred.</param>
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public virtual void OnJudgement(DrawableHitObject judgedObject, Judgement judgement) { }
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public class HitObjectContainer : CompositeDrawable
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{
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public virtual IEnumerable<DrawableHitObject> Objects => InternalChildren.OfType<DrawableHitObject>();
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public virtual void Add(DrawableHitObject hitObject) => AddInternal(hitObject);
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public virtual bool Remove(DrawableHitObject hitObject) => RemoveInternal(hitObject);
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}
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private class ScaledContainer : Container
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{
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/// <summary>
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/// A value (in game pixels that we should scale our content to match).
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/// </summary>
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public float? CustomWidth;
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//dividing by the customwidth will effectively scale our content to the required container size.
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protected override Vector2 DrawScale => CustomWidth.HasValue ? new Vector2(DrawSize.X / CustomWidth.Value) : base.DrawScale;
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}
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}
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}
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