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osu-lazer/osu.Game/Rulesets/UI/Playfield.cs
2019-05-07 13:23:09 +09:00

144 lines
5.4 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics.Containers;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods;
using osuTK;
namespace osu.Game.Rulesets.UI
{
public abstract class Playfield : CompositeDrawable
{
/// <summary>
/// The <see cref="DrawableHitObject"/> contained in this Playfield.
/// </summary>
public HitObjectContainer HitObjectContainer => hitObjectContainerLazy.Value;
private readonly Lazy<HitObjectContainer> hitObjectContainerLazy;
/// <summary>
/// A function that converts gamefield coordinates to screen space.
/// </summary>
public Func<Vector2, Vector2> GamefieldToScreenSpace => HitObjectContainer.ToScreenSpace;
/// <summary>
/// All the <see cref="DrawableHitObject"/>s contained in this <see cref="Playfield"/> and all <see cref="NestedPlayfields"/>.
/// </summary>
public IEnumerable<DrawableHitObject> AllHitObjects => HitObjectContainer?.Objects.Concat(NestedPlayfields.SelectMany(p => p.AllHitObjects)) ?? Enumerable.Empty<DrawableHitObject>();
/// <summary>
/// All <see cref="Playfield"/>s nested inside this <see cref="Playfield"/>.
/// </summary>
public IEnumerable<Playfield> NestedPlayfields => nestedPlayfields.IsValueCreated ? nestedPlayfields.Value : Enumerable.Empty<Playfield>();
private readonly Lazy<List<Playfield>> nestedPlayfields = new Lazy<List<Playfield>>();
/// <summary>
/// Whether judgements should be displayed by this and and all nested <see cref="Playfield"/>s.
/// </summary>
public readonly BindableBool DisplayJudgements = new BindableBool(true);
/// <summary>
/// Creates a new <see cref="Playfield"/>.
/// </summary>
protected Playfield()
{
RelativeSizeAxes = Axes.Both;
hitObjectContainerLazy = new Lazy<HitObjectContainer>(CreateHitObjectContainer);
}
[Resolved]
private IBindable<WorkingBeatmap> beatmap { get; set; }
[Resolved]
private IReadOnlyList<Mod> mods { get; set; }
[BackgroundDependencyLoader]
private void load()
{
Cursor = CreateCursor();
if (Cursor != null)
{
// initial showing of the cursor will be handed by MenuCursorContainer (via DrawableRuleset's IProvideCursor implementation).
Cursor.Hide();
AddInternal(Cursor);
}
}
/// <summary>
/// Performs post-processing tasks (if any) after all DrawableHitObjects are loaded into this Playfield.
/// </summary>
public virtual void PostProcess() => NestedPlayfields.ForEach(p => p.PostProcess());
/// <summary>
/// Adds a DrawableHitObject to this Playfield.
/// </summary>
/// <param name="h">The DrawableHitObject to add.</param>
public virtual void Add(DrawableHitObject h) => HitObjectContainer.Add(h);
/// <summary>
/// Remove a DrawableHitObject from this Playfield.
/// </summary>
/// <param name="h">The DrawableHitObject to remove.</param>
public virtual bool Remove(DrawableHitObject h) => HitObjectContainer.Remove(h);
/// <summary>
/// The cursor currently being used by this <see cref="Playfield"/>. May be null if no cursor is provided.
/// </summary>
public GameplayCursorContainer Cursor { get; private set; }
/// <summary>
/// Provide an optional cursor which is to be used for gameplay.
/// </summary>
/// <returns>The cursor, or null if a cursor is not rqeuired.</returns>
protected virtual GameplayCursorContainer CreateCursor() => null;
/// <summary>
/// Registers a <see cref="Playfield"/> as a nested <see cref="Playfield"/>.
/// This does not add the <see cref="Playfield"/> to the draw hierarchy.
/// </summary>
/// <param name="otherPlayfield">The <see cref="Playfield"/> to add.</param>
protected void AddNested(Playfield otherPlayfield)
{
otherPlayfield.DisplayJudgements.BindTo(DisplayJudgements);
nestedPlayfields.Value.Add(otherPlayfield);
}
protected override void LoadComplete()
{
base.LoadComplete();
// in the case a consumer forgets to add the HitObjectContainer, we will add it here.
if (HitObjectContainer.Parent == null)
AddInternal(HitObjectContainer);
}
protected override void Update()
{
base.Update();
if (beatmap != null)
foreach (var mod in mods)
if (mod is IUpdatableByPlayfield updatable)
updatable.Update(this);
}
/// <summary>
/// Creates the container that will be used to contain the <see cref="DrawableHitObject"/>s.
/// </summary>
protected virtual HitObjectContainer CreateHitObjectContainer() => new HitObjectContainer();
}
}