mirror of
https://github.com/osukey/osukey.git
synced 2025-07-03 01:09:57 +09:00
HitRenderer -> RulesetContainer
This commit is contained in:
371
osu.Game/Rulesets/UI/RulesetContainer.cs
Normal file
371
osu.Game/Rulesets/UI/RulesetContainer.cs
Normal file
@ -0,0 +1,371 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Screens.Play;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using osu.Framework.Input;
|
||||
using osu.Game.Rulesets.Replays;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using OpenTK;
|
||||
using osu.Game.Rulesets.Beatmaps;
|
||||
|
||||
namespace osu.Game.Rulesets.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// Base RulesetContainer. Doesn't hold objects.
|
||||
/// <para>
|
||||
/// Should not be derived - derive <see cref="RulesetContainer{TObject,TJudgement}"/> instead.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public abstract class RulesetContainer : Container
|
||||
{
|
||||
/// <summary>
|
||||
/// Invoked when all the judgeable HitObjects have been judged.
|
||||
/// </summary>
|
||||
public event Action OnAllJudged;
|
||||
|
||||
/// <summary>
|
||||
/// Whether to apply adjustments to the child <see cref="Playfield{TObject,TJudgement}"/> based on our own size.
|
||||
/// </summary>
|
||||
public bool AspectAdjust = true;
|
||||
|
||||
/// <summary>
|
||||
/// The input manager for this RulesetContainer.
|
||||
/// </summary>
|
||||
internal readonly PlayerInputManager InputManager = new PlayerInputManager();
|
||||
|
||||
/// <summary>
|
||||
/// The key conversion input manager for this RulesetContainer.
|
||||
/// </summary>
|
||||
protected readonly PassThroughInputManager KeyConversionInputManager;
|
||||
|
||||
/// <summary>
|
||||
/// Whether we are currently providing the local user a gameplay cursor.
|
||||
/// </summary>
|
||||
public virtual bool ProvidingUserCursor => false;
|
||||
|
||||
/// <summary>
|
||||
/// Whether we have a replay loaded currently.
|
||||
/// </summary>
|
||||
public bool HasReplayLoaded => InputManager.ReplayInputHandler != null;
|
||||
|
||||
public abstract IEnumerable<HitObject> Objects { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether all the HitObjects have been judged.
|
||||
/// </summary>
|
||||
protected abstract bool AllObjectsJudged { get; }
|
||||
|
||||
protected readonly Ruleset Ruleset;
|
||||
|
||||
/// <summary>
|
||||
/// A visual representation of a <see cref="Rulesets.Ruleset"/>.
|
||||
/// </summary>
|
||||
/// <param name="ruleset">The ruleset being repesented.</param>
|
||||
internal RulesetContainer(Ruleset ruleset)
|
||||
{
|
||||
Ruleset = ruleset;
|
||||
KeyConversionInputManager = CreateActionMappingInputManager();
|
||||
KeyConversionInputManager.RelativeSizeAxes = Axes.Both;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks whether all HitObjects have been judged, and invokes OnAllJudged.
|
||||
/// </summary>
|
||||
protected void CheckAllJudged()
|
||||
{
|
||||
if (AllObjectsJudged)
|
||||
OnAllJudged?.Invoke();
|
||||
}
|
||||
|
||||
public abstract ScoreProcessor CreateScoreProcessor();
|
||||
|
||||
/// <summary>
|
||||
/// Creates a key conversion input manager.
|
||||
/// </summary>
|
||||
/// <returns>The input manager.</returns>
|
||||
protected virtual PassThroughInputManager CreateActionMappingInputManager() => new PassThroughInputManager();
|
||||
|
||||
protected virtual FramedReplayInputHandler CreateReplayInputHandler(Replay replay) => new FramedReplayInputHandler(replay);
|
||||
|
||||
public Replay Replay { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Sets a replay to be used, overriding local input.
|
||||
/// </summary>
|
||||
/// <param name="replay">The replay, null for local input.</param>
|
||||
public void SetReplay(Replay replay)
|
||||
{
|
||||
Replay = replay;
|
||||
InputManager.ReplayInputHandler = replay != null ? CreateReplayInputHandler(replay) : null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// RulesetContainer that applies conversion to Beatmaps. Does not contain a Playfield
|
||||
/// and does not load drawable hit objects.
|
||||
/// <para>
|
||||
/// Should not be derived - derive <see cref="RulesetContainer{TObject,TJudgement}"/> instead.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
/// <typeparam name="TObject">The type of HitObject contained by this RulesetContainer.</typeparam>
|
||||
public abstract class RulesetContainer<TObject> : RulesetContainer
|
||||
where TObject : HitObject
|
||||
{
|
||||
/// <summary>
|
||||
/// The Beatmap
|
||||
/// </summary>
|
||||
public Beatmap<TObject> Beatmap;
|
||||
|
||||
/// <summary>
|
||||
/// All the converted hit objects contained by this hit renderer.
|
||||
/// </summary>
|
||||
public override IEnumerable<HitObject> Objects => Beatmap.HitObjects;
|
||||
|
||||
/// <summary>
|
||||
/// The mods which are to be applied.
|
||||
/// </summary>
|
||||
protected IEnumerable<Mod> Mods;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a hit renderer for a beatmap.
|
||||
/// </summary>
|
||||
/// <param name="ruleset">The ruleset being repesented.</param>
|
||||
/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
|
||||
/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
|
||||
internal RulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap, bool isForCurrentRuleset) : base(ruleset)
|
||||
{
|
||||
Debug.Assert(beatmap != null, "RulesetContainer initialized with a null beatmap.");
|
||||
|
||||
Mods = beatmap.Mods.Value;
|
||||
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
|
||||
BeatmapConverter<TObject> converter = CreateBeatmapConverter();
|
||||
BeatmapProcessor<TObject> processor = CreateBeatmapProcessor();
|
||||
|
||||
// Check if the beatmap can be converted
|
||||
if (!converter.CanConvert(beatmap.Beatmap))
|
||||
throw new BeatmapInvalidForRulesetException($"{nameof(Beatmap)} can not be converted for the current ruleset (converter: {converter}).");
|
||||
|
||||
// Convert the beatmap
|
||||
Beatmap = converter.Convert(beatmap.Beatmap, isForCurrentRuleset);
|
||||
|
||||
// Apply difficulty adjustments from mods before using Difficulty.
|
||||
foreach (var mod in Mods.OfType<IApplicableToDifficulty>())
|
||||
mod.ApplyToDifficulty(Beatmap.BeatmapInfo.Difficulty);
|
||||
|
||||
// Apply defaults
|
||||
foreach (var h in Beatmap.HitObjects)
|
||||
h.ApplyDefaults(Beatmap.ControlPointInfo, Beatmap.BeatmapInfo.Difficulty);
|
||||
|
||||
// Post-process the beatmap
|
||||
processor.PostProcess(Beatmap);
|
||||
|
||||
ApplyBeatmap();
|
||||
|
||||
// Add mods, should always be the last thing applied to give full control to mods
|
||||
applyMods(Mods);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies the active mods to this RulesetContainer.
|
||||
/// </summary>
|
||||
/// <param name="mods"></param>
|
||||
private void applyMods(IEnumerable<Mod> mods)
|
||||
{
|
||||
if (mods == null)
|
||||
return;
|
||||
|
||||
foreach (var mod in mods.OfType<IApplicableMod<TObject>>())
|
||||
mod.ApplyToRulesetContainer(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the beatmap of this hit renderer has been set. Used to apply any default values from the beatmap.
|
||||
/// </summary>
|
||||
protected virtual void ApplyBeatmap() { }
|
||||
|
||||
/// <summary>
|
||||
/// Creates a processor to perform post-processing operations
|
||||
/// on HitObjects in converted Beatmaps.
|
||||
/// </summary>
|
||||
/// <returns>The Beatmap processor.</returns>
|
||||
protected virtual BeatmapProcessor<TObject> CreateBeatmapProcessor() => new BeatmapProcessor<TObject>();
|
||||
|
||||
/// <summary>
|
||||
/// Creates a converter to convert Beatmap to a specific mode.
|
||||
/// </summary>
|
||||
/// <returns>The Beatmap converter.</returns>
|
||||
protected abstract BeatmapConverter<TObject> CreateBeatmapConverter();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A derivable RulesetContainer that manages the Playfield and HitObjects.
|
||||
/// </summary>
|
||||
/// <typeparam name="TObject">The type of HitObject contained by this RulesetContainer.</typeparam>
|
||||
/// <typeparam name="TJudgement">The type of Judgement of DrawableHitObjects contained by this RulesetContainer.</typeparam>
|
||||
public abstract class RulesetContainer<TObject, TJudgement> : RulesetContainer<TObject>
|
||||
where TObject : HitObject
|
||||
where TJudgement : Judgement
|
||||
{
|
||||
public event Action<TJudgement> OnJudgement;
|
||||
|
||||
public sealed override bool ProvidingUserCursor => !HasReplayLoaded && Playfield.ProvidingUserCursor;
|
||||
|
||||
/// <summary>
|
||||
/// All the converted hit objects contained by this hit renderer.
|
||||
/// </summary>
|
||||
public new IEnumerable<TObject> Objects => Beatmap.HitObjects;
|
||||
|
||||
protected override bool AllObjectsJudged => drawableObjects.All(h => h.Judged);
|
||||
|
||||
/// <summary>
|
||||
/// The playfield.
|
||||
/// </summary>
|
||||
protected Playfield<TObject, TJudgement> Playfield { get; private set; }
|
||||
|
||||
protected override Container<Drawable> Content => content;
|
||||
private readonly Container content;
|
||||
|
||||
private readonly List<DrawableHitObject<TObject, TJudgement>> drawableObjects = new List<DrawableHitObject<TObject, TJudgement>>();
|
||||
|
||||
/// <summary>
|
||||
/// Creates a hit renderer for a beatmap.
|
||||
/// </summary>
|
||||
/// <param name="ruleset">The ruleset being repesented.</param>
|
||||
/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
|
||||
/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
|
||||
protected RulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap, bool isForCurrentRuleset)
|
||||
: base(ruleset, beatmap, isForCurrentRuleset)
|
||||
{
|
||||
InputManager.Add(content = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Children = new[] { KeyConversionInputManager }
|
||||
});
|
||||
|
||||
AddInternal(InputManager);
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
KeyConversionInputManager.Add(Playfield = CreatePlayfield());
|
||||
|
||||
loadObjects();
|
||||
|
||||
if (InputManager?.ReplayInputHandler != null)
|
||||
InputManager.ReplayInputHandler.ToScreenSpace = Playfield.ScaledContent.ToScreenSpace;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates and adds drawable representations of hit objects to the play field.
|
||||
/// </summary>
|
||||
private void loadObjects()
|
||||
{
|
||||
drawableObjects.Capacity = Beatmap.HitObjects.Count;
|
||||
|
||||
foreach (TObject h in Beatmap.HitObjects)
|
||||
{
|
||||
var drawableObject = GetVisualRepresentation(h);
|
||||
|
||||
if (drawableObject == null)
|
||||
continue;
|
||||
|
||||
drawableObject.OnJudgement += onJudgement;
|
||||
|
||||
drawableObjects.Add(drawableObject);
|
||||
Playfield.Add(drawableObject);
|
||||
}
|
||||
|
||||
Playfield.PostProcess();
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
Playfield.Size = AspectAdjust ? GetPlayfieldAspectAdjust() : Vector2.One;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// In some cases we want to apply changes to the relative size of our contained <see cref="Playfield{TObject, TJudgement}"/> based on custom conditions.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
protected virtual Vector2 GetPlayfieldAspectAdjust() => new Vector2(0.75f); //a sane default
|
||||
|
||||
/// <summary>
|
||||
/// Triggered when an object's Judgement is updated.
|
||||
/// </summary>
|
||||
/// <param name="judgedObject">The object that Judgement has been updated for.</param>
|
||||
private void onJudgement(DrawableHitObject<TObject, TJudgement> judgedObject)
|
||||
{
|
||||
Playfield.OnJudgement(judgedObject);
|
||||
|
||||
OnJudgement?.Invoke(judgedObject.Judgement);
|
||||
|
||||
CheckAllJudged();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a DrawableHitObject from a HitObject.
|
||||
/// </summary>
|
||||
/// <param name="h">The HitObject to make drawable.</param>
|
||||
/// <returns>The DrawableHitObject.</returns>
|
||||
protected abstract DrawableHitObject<TObject, TJudgement> GetVisualRepresentation(TObject h);
|
||||
|
||||
/// <summary>
|
||||
/// Creates a Playfield.
|
||||
/// </summary>
|
||||
/// <returns>The Playfield.</returns>
|
||||
protected abstract Playfield<TObject, TJudgement> CreatePlayfield();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A derivable RulesetContainer that manages the Playfield and HitObjects.
|
||||
/// </summary>
|
||||
/// <typeparam name="TPlayfield">The type of Playfield contained by this RulesetContainer.</typeparam>
|
||||
/// <typeparam name="TObject">The type of HitObject contained by this RulesetContainer.</typeparam>
|
||||
/// <typeparam name="TJudgement">The type of Judgement of DrawableHitObjects contained by this RulesetContainer.</typeparam>
|
||||
public abstract class RulesetContainer<TPlayfield, TObject, TJudgement> : RulesetContainer<TObject, TJudgement>
|
||||
where TObject : HitObject
|
||||
where TJudgement : Judgement
|
||||
where TPlayfield : Playfield<TObject, TJudgement>
|
||||
{
|
||||
/// <summary>
|
||||
/// The playfield.
|
||||
/// </summary>
|
||||
protected new TPlayfield Playfield => (TPlayfield)base.Playfield;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a hit renderer for a beatmap.
|
||||
/// </summary>
|
||||
/// <param name="ruleset">The ruleset being repesented.</param>
|
||||
/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
|
||||
/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
|
||||
protected RulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap, bool isForCurrentRuleset)
|
||||
: base(ruleset, beatmap, isForCurrentRuleset)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
public class BeatmapInvalidForRulesetException : ArgumentException
|
||||
{
|
||||
public BeatmapInvalidForRulesetException(string text)
|
||||
: base(text)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user