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02cab41d34
Also makes KeyCounterCollection work with replays.
117 lines
3.5 KiB
C#
117 lines
3.5 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 System.Collections.Generic;
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using System.Linq;
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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.Modes.Objects;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Beatmaps;
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using osu.Game.Screens.Play;
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using OpenTK;
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namespace osu.Game.Modes.UI
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{
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public abstract class HitRenderer : Container
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{
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public event Action<JudgementInfo> OnJudgement;
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public event Action OnAllJudged;
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internal readonly PlayerInputManager InputManager = new PlayerInputManager();
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/// <summary>
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/// A function to convert coordinates from gamefield to screen space.
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/// </summary>
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public abstract Func<Vector2, Vector2> MapPlayfieldToScreenSpace { get; }
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public abstract bool AllObjectsJudged { get; }
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protected void TriggerOnJudgement(JudgementInfo j)
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{
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OnJudgement?.Invoke(j);
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if (AllObjectsJudged)
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OnAllJudged?.Invoke();
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}
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}
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public abstract class HitRenderer<TObject> : HitRenderer
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where TObject : HitObject
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{
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private List<TObject> objects;
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protected Playfield<TObject> Playfield;
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public override Func<Vector2, Vector2> MapPlayfieldToScreenSpace => Playfield.ScaledContent.ToScreenSpace;
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public override bool AllObjectsJudged => Playfield.HitObjects.Children.First()?.Judgement.Result != null; //reverse depth sort means First() instead of Last().
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public IEnumerable<DrawableHitObject> DrawableObjects => Playfield.HitObjects.Children;
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public Beatmap Beatmap
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{
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set
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{
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objects = Convert(value);
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if (IsLoaded)
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loadObjects();
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}
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}
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protected abstract Playfield<TObject> CreatePlayfield();
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protected abstract HitObjectConverter<TObject> Converter { get; }
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protected virtual List<TObject> Convert(Beatmap beatmap) => Converter.Convert(beatmap);
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protected HitRenderer()
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{
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RelativeSizeAxes = Axes.Both;
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InputManager.Add(content = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new[]
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{
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Playfield = CreatePlayfield(),
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}
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});
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AddInternal(InputManager);
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}
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protected override Container<Drawable> Content => content;
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private Container content;
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[BackgroundDependencyLoader]
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private void load()
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{
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loadObjects();
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}
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private void loadObjects()
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{
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if (objects == null) return;
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foreach (TObject h in objects)
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{
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DrawableHitObject<TObject> drawableObject = GetVisualRepresentation(h);
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if (drawableObject == null) continue;
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drawableObject.OnJudgement += onJudgement;
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Playfield.Add(drawableObject);
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}
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Playfield.PostProcess();
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}
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private void onJudgement(DrawableHitObject<TObject> o, JudgementInfo j) => TriggerOnJudgement(j);
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protected abstract DrawableHitObject<TObject> GetVisualRepresentation(TObject h);
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}
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}
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