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503 lines
18 KiB
C#
503 lines
18 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 osu.Framework.Allocation;
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using osu.Framework.Graphics;
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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.Judgements;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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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 System.Threading;
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using JetBrains.Annotations;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Input;
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using osu.Framework.Input.Events;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Input.Handlers;
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using osu.Game.Overlays;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Configuration;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osuTK;
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namespace osu.Game.Rulesets.UI
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{
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/// <summary>
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/// Displays an interactive ruleset gameplay instance.
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/// </summary>
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/// <typeparam name="TObject">The type of HitObject contained by this DrawableRuleset.</typeparam>
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public abstract class DrawableRuleset<TObject> : DrawableRuleset, IProvideCursor, ICanAttachKeyCounter
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where TObject : HitObject
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{
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public override event Action<JudgementResult> OnNewResult;
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public override event Action<JudgementResult> OnRevertResult;
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/// <summary>
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/// The selected variant.
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/// </summary>
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public virtual int Variant => 0;
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/// <summary>
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/// The key conversion input manager for this DrawableRuleset.
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/// </summary>
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public PassThroughInputManager KeyBindingInputManager;
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public override double GameplayStartTime => Objects.FirstOrDefault()?.StartTime - 2000 ?? 0;
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private readonly Lazy<Playfield> playfield;
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/// <summary>
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/// The playfield.
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/// </summary>
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public override Playfield Playfield => playfield.Value;
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public override Container Overlays { get; } = new Container { RelativeSizeAxes = Axes.Both };
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public override Container FrameStableComponents { get; } = new Container { RelativeSizeAxes = Axes.Both };
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public override GameplayClock FrameStableClock => frameStabilityContainer.GameplayClock;
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private bool frameStablePlayback = true;
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/// <summary>
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/// Whether to enable frame-stable playback.
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/// </summary>
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internal bool FrameStablePlayback
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{
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get => frameStablePlayback;
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set
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{
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frameStablePlayback = false;
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if (frameStabilityContainer != null)
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frameStabilityContainer.FrameStablePlayback = value;
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}
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}
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/// <summary>
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/// The beatmap.
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/// </summary>
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public readonly Beatmap<TObject> Beatmap;
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public override IEnumerable<HitObject> Objects => Beatmap.HitObjects;
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protected IRulesetConfigManager Config { get; private set; }
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/// <summary>
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/// The mods which are to be applied.
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/// </summary>
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[Cached(typeof(IReadOnlyList<Mod>))]
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protected readonly IReadOnlyList<Mod> Mods;
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private FrameStabilityContainer frameStabilityContainer;
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private OnScreenDisplay onScreenDisplay;
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private DrawableRulesetDependencies dependencies;
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/// <summary>
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/// Creates a ruleset visualisation for the provided ruleset and beatmap.
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/// </summary>
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/// <param name="ruleset">The ruleset being represented.</param>
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/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
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/// <param name="mods">The <see cref="Mod"/>s to apply.</param>
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protected DrawableRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
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: base(ruleset)
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{
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if (beatmap == null)
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throw new ArgumentNullException(nameof(beatmap), "Beatmap cannot be null.");
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if (!(beatmap is Beatmap<TObject> tBeatmap))
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throw new ArgumentException($"{GetType()} expected the beatmap to contain hitobjects of type {typeof(TObject)}.", nameof(beatmap));
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Beatmap = tBeatmap;
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Mods = mods?.ToArray() ?? Array.Empty<Mod>();
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RelativeSizeAxes = Axes.Both;
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KeyBindingInputManager = CreateInputManager();
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playfield = new Lazy<Playfield>(CreatePlayfield);
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IsPaused.ValueChanged += paused =>
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{
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if (HasReplayLoaded.Value)
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return;
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KeyBindingInputManager.UseParentInput = !paused.NewValue;
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};
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}
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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dependencies = new DrawableRulesetDependencies(Ruleset, base.CreateChildDependencies(parent));
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Config = dependencies.RulesetConfigManager;
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onScreenDisplay = dependencies.Get<OnScreenDisplay>();
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if (Config != null)
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onScreenDisplay?.BeginTracking(this, Config);
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return dependencies;
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}
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public virtual PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new PlayfieldAdjustmentContainer();
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config, CancellationToken? cancellationToken)
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{
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InternalChildren = new Drawable[]
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{
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frameStabilityContainer = new FrameStabilityContainer(GameplayStartTime)
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{
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FrameStablePlayback = FrameStablePlayback,
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Children = new Drawable[]
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{
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FrameStableComponents,
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KeyBindingInputManager
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.WithChild(CreatePlayfieldAdjustmentContainer()
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.WithChild(Playfield)
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),
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Overlays,
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}
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},
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};
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if ((ResumeOverlay = CreateResumeOverlay()) != null)
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{
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AddInternal(CreateInputManager()
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.WithChild(CreatePlayfieldAdjustmentContainer()
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.WithChild(ResumeOverlay)));
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}
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applyRulesetMods(Mods, config);
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loadObjects(cancellationToken);
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}
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/// <summary>
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/// Creates and adds drawable representations of hit objects to the play field.
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/// </summary>
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private void loadObjects(CancellationToken? cancellationToken)
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{
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foreach (TObject h in Beatmap.HitObjects)
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{
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cancellationToken?.ThrowIfCancellationRequested();
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addHitObject(h);
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}
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cancellationToken?.ThrowIfCancellationRequested();
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Playfield.PostProcess();
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foreach (var mod in Mods.OfType<IApplicableToDrawableHitObjects>())
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mod.ApplyToDrawableHitObjects(Playfield.AllHitObjects);
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}
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public override void RequestResume(Action continueResume)
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{
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if (ResumeOverlay != null && (Cursor == null || (Cursor.LastFrameState == Visibility.Visible && Contains(Cursor.ActiveCursor.ScreenSpaceDrawQuad.Centre))))
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{
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ResumeOverlay.GameplayCursor = Cursor;
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ResumeOverlay.ResumeAction = continueResume;
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ResumeOverlay.Show();
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}
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else
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continueResume();
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}
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public override void CancelResume()
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{
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// called if the user pauses while the resume overlay is open
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ResumeOverlay?.Hide();
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}
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/// <summary>
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/// Creates and adds the visual representation of a <typeparamref name="TObject"/> to this <see cref="DrawableRuleset{TObject}"/>.
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/// </summary>
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/// <param name="hitObject">The <typeparamref name="TObject"/> to add the visual representation for.</param>
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private void addHitObject(TObject hitObject)
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{
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var drawableObject = CreateDrawableRepresentation(hitObject);
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if (drawableObject == null)
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return;
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drawableObject.OnNewResult += (_, r) => OnNewResult?.Invoke(r);
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drawableObject.OnRevertResult += (_, r) => OnRevertResult?.Invoke(r);
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Playfield.Add(drawableObject);
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}
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public override void SetRecordTarget(Replay recordingReplay)
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{
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if (!(KeyBindingInputManager is IHasRecordingHandler recordingInputManager))
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throw new InvalidOperationException($"A {nameof(KeyBindingInputManager)} which supports recording is not available");
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var recorder = CreateReplayRecorder(recordingReplay);
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if (recorder == null)
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return;
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recorder.ScreenSpaceToGamefield = Playfield.ScreenSpaceToGamefield;
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recordingInputManager.Recorder = recorder;
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}
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public override void SetReplayScore(Score replayScore)
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{
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if (!(KeyBindingInputManager is IHasReplayHandler replayInputManager))
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throw new InvalidOperationException($"A {nameof(KeyBindingInputManager)} which supports replay loading is not available");
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var handler = (ReplayScore = replayScore) != null ? CreateReplayInputHandler(replayScore.Replay) : null;
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replayInputManager.ReplayInputHandler = handler;
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frameStabilityContainer.ReplayInputHandler = handler;
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HasReplayLoaded.Value = replayInputManager.ReplayInputHandler != null;
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if (replayInputManager.ReplayInputHandler != null)
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replayInputManager.ReplayInputHandler.GamefieldToScreenSpace = Playfield.GamefieldToScreenSpace;
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if (!ProvidingUserCursor)
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{
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// The cursor is hidden by default (see Playfield.load()), but should be shown when there's a replay
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Playfield.Cursor?.Show();
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}
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}
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/// <summary>
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/// Creates a DrawableHitObject from a HitObject.
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/// </summary>
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/// <param name="h">The HitObject to make drawable.</param>
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/// <returns>The DrawableHitObject.</returns>
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public abstract DrawableHitObject<TObject> CreateDrawableRepresentation(TObject h);
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public void Attach(KeyCounterDisplay keyCounter) =>
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(KeyBindingInputManager as ICanAttachKeyCounter)?.Attach(keyCounter);
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/// <summary>
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/// Creates a key conversion input manager. An exception will be thrown if a valid <see cref="RulesetInputManager{T}"/> is not returned.
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/// </summary>
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/// <returns>The input manager.</returns>
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protected abstract PassThroughInputManager CreateInputManager();
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protected virtual ReplayInputHandler CreateReplayInputHandler(Replay replay) => null;
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protected virtual ReplayRecorder CreateReplayRecorder(Replay replay) => null;
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/// <summary>
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/// Creates a Playfield.
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/// </summary>
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/// <returns>The Playfield.</returns>
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protected abstract Playfield CreatePlayfield();
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/// <summary>
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/// Applies the active mods to this DrawableRuleset.
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/// </summary>
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/// <param name="mods">The <see cref="Mod"/>s to apply.</param>
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/// <param name="config">The <see cref="OsuConfigManager"/> to apply.</param>
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private void applyRulesetMods(IReadOnlyList<Mod> mods, OsuConfigManager config)
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{
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if (mods == null)
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return;
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foreach (var mod in mods.OfType<IApplicableToDrawableRuleset<TObject>>())
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mod.ApplyToDrawableRuleset(this);
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foreach (var mod in mods.OfType<IReadFromConfig>())
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mod.ReadFromConfig(config);
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}
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#region IProvideCursor
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protected override bool OnHover(HoverEvent e) => true; // required for IProvideCursor
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// only show the cursor when within the playfield, by default.
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => Playfield.ReceivePositionalInputAt(screenSpacePos);
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CursorContainer IProvideCursor.Cursor => Playfield.Cursor;
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public override GameplayCursorContainer Cursor => Playfield.Cursor;
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public bool ProvidingUserCursor => Playfield.Cursor != null && !HasReplayLoaded.Value;
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#endregion
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (Config != null)
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{
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onScreenDisplay?.StopTracking(this, Config);
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Config = null;
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}
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// Dispose the components created by this dependency container.
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dependencies?.Dispose();
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}
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}
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/// <summary>
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/// Displays an interactive ruleset gameplay instance.
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/// <remarks>
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/// This type is required only for adding non-generic type to the draw hierarchy.
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/// Once IDrawable is a thing, this can also become an interface.
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/// </remarks>
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/// </summary>
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public abstract class DrawableRuleset : CompositeDrawable
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{
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/// <summary>
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/// Invoked when a <see cref="JudgementResult"/> has been applied by a <see cref="DrawableHitObject"/>.
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/// </summary>
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public abstract event Action<JudgementResult> OnNewResult;
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/// <summary>
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/// Invoked when a <see cref="JudgementResult"/> is being reverted by a <see cref="DrawableHitObject"/>.
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/// </summary>
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public abstract event Action<JudgementResult> OnRevertResult;
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/// <summary>
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/// Whether a replay is currently loaded.
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/// </summary>
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public readonly BindableBool HasReplayLoaded = new BindableBool();
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/// <summary>
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/// Whether the game is paused. Used to block user input.
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/// </summary>
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public readonly BindableBool IsPaused = new BindableBool();
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/// <summary>
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/// The playfield.
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/// </summary>
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public abstract Playfield Playfield { get; }
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/// <summary>
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/// Content to be placed above hitobjects. Will be affected by frame stability.
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/// </summary>
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public abstract Container Overlays { get; }
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/// <summary>
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/// Components to be run potentially multiple times in line with frame-stable gameplay.
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/// </summary>
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public abstract Container FrameStableComponents { get; }
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/// <summary>
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/// The frame-stable clock which is being used for playfield display.
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/// </summary>
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public abstract GameplayClock FrameStableClock { get; }
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/// <summary>~
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/// The associated ruleset.
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/// </summary>
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public readonly Ruleset Ruleset;
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/// <summary>
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/// Creates a ruleset visualisation for the provided ruleset.
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/// </summary>
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/// <param name="ruleset">The ruleset.</param>
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internal DrawableRuleset(Ruleset ruleset)
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{
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Ruleset = ruleset;
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}
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/// <summary>
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/// All the converted hit objects contained by this hit renderer.
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/// </summary>
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public abstract IEnumerable<HitObject> Objects { get; }
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/// <summary>
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/// The point in time at which gameplay starts, including any required lead-in for display purposes.
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/// Defaults to two seconds before the first <see cref="HitObject"/>. Override as necessary.
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/// </summary>
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public abstract double GameplayStartTime { get; }
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/// <summary>
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/// The currently loaded replay. Usually null in the case of a local player.
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/// </summary>
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public Score ReplayScore { get; protected set; }
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/// <summary>
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/// The cursor being displayed by the <see cref="Playfield"/>. May be null if no cursor is provided.
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/// </summary>
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public abstract GameplayCursorContainer Cursor { get; }
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/// <summary>
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/// An optional overlay used when resuming gameplay from a paused state.
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/// </summary>
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public ResumeOverlay ResumeOverlay { get; protected set; }
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/// <summary>
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/// Returns first available <see cref="HitWindows"/> provided by a <see cref="HitObject"/>.
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/// </summary>
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[CanBeNull]
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public HitWindows FirstAvailableHitWindows
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{
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get
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{
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foreach (var h in Objects)
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{
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if (h.HitWindows.WindowFor(HitResult.Miss) > 0)
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return h.HitWindows;
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foreach (var n in h.NestedHitObjects)
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{
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if (h.HitWindows.WindowFor(HitResult.Miss) > 0)
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return n.HitWindows;
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}
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}
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return null;
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}
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}
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protected virtual ResumeOverlay CreateResumeOverlay() => null;
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/// <summary>
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/// Whether to display gameplay overlays, such as <see cref="HUDOverlay"/> and <see cref="BreakOverlay"/>.
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/// </summary>
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public virtual bool AllowGameplayOverlays => true;
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/// <summary>
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/// Sets a replay to be used, overriding local input.
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/// </summary>
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/// <param name="replayScore">The replay, null for local input.</param>
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public abstract void SetReplayScore(Score replayScore);
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/// <summary>
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/// Sets a replay to be used to record gameplay.
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/// </summary>
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/// <param name="recordingReplay">The target to be recorded to.</param>
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public abstract void SetRecordTarget(Replay recordingReplay);
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/// <summary>
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/// Invoked when the interactive user requests resuming from a paused state.
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/// Allows potentially delaying the resume process until an interaction is performed.
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/// </summary>
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/// <param name="continueResume">The action to run when resuming is to be completed.</param>
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public abstract void RequestResume(Action continueResume);
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/// <summary>
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/// Invoked when the user requests to pause while the resume overlay is active.
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/// </summary>
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public abstract void CancelResume();
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}
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public class BeatmapInvalidForRulesetException : ArgumentException
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{
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public BeatmapInvalidForRulesetException(string text)
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: base(text)
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{
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}
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}
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}
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