Merge branch 'master' into barrel-roll

This commit is contained in:
Bartłomiej Dach
2021-04-30 22:27:27 +02:00
committed by GitHub
37 changed files with 1333 additions and 507 deletions

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@ -22,7 +22,11 @@ namespace osu.Game.Rulesets.Edit
// Audio
new CheckAudioPresence(),
new CheckAudioQuality()
new CheckAudioQuality(),
// Compose
new CheckUnsnappedObjects(),
new CheckConcurrentObjects()
};
public IEnumerable<Issue> Run(IBeatmap playableBeatmap, WorkingBeatmap workingBeatmap)

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@ -0,0 +1,88 @@
// 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.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Edit.Checks.Components;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Rulesets.Edit.Checks
{
public class CheckConcurrentObjects : ICheck
{
// We guarantee that the objects are either treated as concurrent or unsnapped when near the same beat divisor.
private const double ms_leniency = CheckUnsnappedObjects.UNSNAP_MS_THRESHOLD;
public CheckMetadata Metadata { get; } = new CheckMetadata(CheckCategory.Compose, "Concurrent hitobjects");
public IEnumerable<IssueTemplate> PossibleTemplates => new IssueTemplate[]
{
new IssueTemplateConcurrentSame(this),
new IssueTemplateConcurrentDifferent(this)
};
public IEnumerable<Issue> Run(IBeatmap playableBeatmap, IWorkingBeatmap workingBeatmap)
{
for (int i = 0; i < playableBeatmap.HitObjects.Count - 1; ++i)
{
var hitobject = playableBeatmap.HitObjects[i];
for (int j = i + 1; j < playableBeatmap.HitObjects.Count; ++j)
{
var nextHitobject = playableBeatmap.HitObjects[j];
// Accounts for rulesets with hitobjects separated by columns, such as Mania.
// In these cases we only care about concurrent objects within the same column.
if ((hitobject as IHasColumn)?.Column != (nextHitobject as IHasColumn)?.Column)
continue;
// Two hitobjects cannot be concurrent without also being concurrent with all objects in between.
// So if the next object is not concurrent, then we know no future objects will be either.
if (!areConcurrent(hitobject, nextHitobject))
break;
if (hitobject.GetType() == nextHitobject.GetType())
yield return new IssueTemplateConcurrentSame(this).Create(hitobject, nextHitobject);
else
yield return new IssueTemplateConcurrentDifferent(this).Create(hitobject, nextHitobject);
}
}
}
private bool areConcurrent(HitObject hitobject, HitObject nextHitobject) => nextHitobject.StartTime <= hitobject.GetEndTime() + ms_leniency;
public abstract class IssueTemplateConcurrent : IssueTemplate
{
protected IssueTemplateConcurrent(ICheck check, string unformattedMessage)
: base(check, IssueType.Problem, unformattedMessage)
{
}
public Issue Create(HitObject hitobject, HitObject nextHitobject)
{
var hitobjects = new List<HitObject> { hitobject, nextHitobject };
return new Issue(hitobjects, this, hitobject.GetType().Name, nextHitobject.GetType().Name)
{
Time = nextHitobject.StartTime
};
}
}
public class IssueTemplateConcurrentSame : IssueTemplateConcurrent
{
public IssueTemplateConcurrentSame(ICheck check)
: base(check, "{0}s are concurrent here.")
{
}
}
public class IssueTemplateConcurrentDifferent : IssueTemplateConcurrent
{
public IssueTemplateConcurrentDifferent(ICheck check)
: base(check, "{0} and {1} are concurrent here.")
{
}
}
}
}

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@ -0,0 +1,100 @@
// 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 osu.Game.Beatmaps;
using osu.Game.Rulesets.Edit.Checks.Components;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Rulesets.Edit.Checks
{
public class CheckUnsnappedObjects : ICheck
{
public const double UNSNAP_MS_THRESHOLD = 2;
public CheckMetadata Metadata { get; } = new CheckMetadata(CheckCategory.Timing, "Unsnapped hitobjects");
public IEnumerable<IssueTemplate> PossibleTemplates => new IssueTemplate[]
{
new IssueTemplateLargeUnsnap(this),
new IssueTemplateSmallUnsnap(this)
};
public IEnumerable<Issue> Run(IBeatmap playableBeatmap, IWorkingBeatmap workingBeatmap)
{
var controlPointInfo = playableBeatmap.ControlPointInfo;
foreach (var hitobject in playableBeatmap.HitObjects)
{
double startUnsnap = hitobject.StartTime - controlPointInfo.GetClosestSnappedTime(hitobject.StartTime);
string startPostfix = hitobject is IHasDuration ? "start" : "";
foreach (var issue in getUnsnapIssues(hitobject, startUnsnap, hitobject.StartTime, startPostfix))
yield return issue;
if (hitobject is IHasRepeats hasRepeats)
{
for (int repeatIndex = 0; repeatIndex < hasRepeats.RepeatCount; ++repeatIndex)
{
double spanDuration = hasRepeats.Duration / (hasRepeats.RepeatCount + 1);
double repeatTime = hitobject.StartTime + spanDuration * (repeatIndex + 1);
double repeatUnsnap = repeatTime - controlPointInfo.GetClosestSnappedTime(repeatTime);
foreach (var issue in getUnsnapIssues(hitobject, repeatUnsnap, repeatTime, "repeat"))
yield return issue;
}
}
if (hitobject is IHasDuration hasDuration)
{
double endUnsnap = hasDuration.EndTime - controlPointInfo.GetClosestSnappedTime(hasDuration.EndTime);
foreach (var issue in getUnsnapIssues(hitobject, endUnsnap, hasDuration.EndTime, "end"))
yield return issue;
}
}
}
private IEnumerable<Issue> getUnsnapIssues(HitObject hitobject, double unsnap, double time, string postfix = "")
{
if (Math.Abs(unsnap) >= UNSNAP_MS_THRESHOLD)
yield return new IssueTemplateLargeUnsnap(this).Create(hitobject, unsnap, time, postfix);
else if (Math.Abs(unsnap) >= 1)
yield return new IssueTemplateSmallUnsnap(this).Create(hitobject, unsnap, time, postfix);
// We don't care about unsnaps < 1 ms, as all object ends have these due to the way SV works.
}
public abstract class IssueTemplateUnsnap : IssueTemplate
{
protected IssueTemplateUnsnap(ICheck check, IssueType type)
: base(check, type, "{0} is unsnapped by {1:0.##} ms.")
{
}
public Issue Create(HitObject hitobject, double unsnap, double time, string postfix = "")
{
string objectName = hitobject.GetType().Name;
if (!string.IsNullOrEmpty(postfix))
objectName += " " + postfix;
return new Issue(hitobject, this, objectName, unsnap) { Time = time };
}
}
public class IssueTemplateLargeUnsnap : IssueTemplateUnsnap
{
public IssueTemplateLargeUnsnap(ICheck check)
: base(check, IssueType.Problem)
{
}
}
public class IssueTemplateSmallUnsnap : IssueTemplateUnsnap
{
public IssueTemplateSmallUnsnap(ICheck check)
: base(check, IssueType.Negligible)
{
}
}
}
}

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@ -182,8 +182,7 @@ namespace osu.Game.Rulesets.Edit
/// <summary>
/// Construct a relevant blueprint container. This will manage hitobject selection/placement input handling and display logic.
/// </summary>
protected virtual ComposeBlueprintContainer CreateBlueprintContainer()
=> new ComposeBlueprintContainer(this);
protected virtual ComposeBlueprintContainer CreateBlueprintContainer() => new ComposeBlueprintContainer(this);
/// <summary>
/// Construct a drawable ruleset for the provided ruleset.

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@ -3,12 +3,13 @@
using osu.Framework.Graphics.Primitives;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
namespace osu.Game.Rulesets.Edit
{
public abstract class OverlaySelectionBlueprint : SelectionBlueprint
public abstract class OverlaySelectionBlueprint : SelectionBlueprint<HitObject>
{
/// <summary>
/// The <see cref="DrawableHitObject"/> which this <see cref="OverlaySelectionBlueprint"/> applies to.
@ -33,7 +34,5 @@ namespace osu.Game.Rulesets.Edit
public override Vector2 ScreenSpaceSelectionPoint => DrawableObject.ScreenSpaceDrawQuad.Centre;
public override Quad SelectionQuad => DrawableObject.ScreenSpaceDrawQuad;
public override Vector2 GetInstantDelta(Vector2 screenSpacePosition) => DrawableObject.Parent.ToLocalSpace(screenSpacePosition) - DrawableObject.Position;
}
}

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@ -8,35 +8,33 @@ using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
namespace osu.Game.Rulesets.Edit
{
/// <summary>
/// A blueprint placed above a <see cref="DrawableHitObject"/> adding editing functionality.
/// A blueprint placed above a displaying item adding editing functionality.
/// </summary>
public abstract class SelectionBlueprint : CompositeDrawable, IStateful<SelectionState>
public abstract class SelectionBlueprint<T> : CompositeDrawable, IStateful<SelectionState>
{
public readonly HitObject HitObject;
public readonly T Item;
/// <summary>
/// Invoked when this <see cref="SelectionBlueprint"/> has been selected.
/// Invoked when this <see cref="SelectionBlueprint{T}"/> has been selected.
/// </summary>
public event Action<SelectionBlueprint> Selected;
public event Action<SelectionBlueprint<T>> Selected;
/// <summary>
/// Invoked when this <see cref="SelectionBlueprint"/> has been deselected.
/// Invoked when this <see cref="SelectionBlueprint{T}"/> has been deselected.
/// </summary>
public event Action<SelectionBlueprint> Deselected;
public event Action<SelectionBlueprint<T>> Deselected;
public override bool HandlePositionalInput => ShouldBeAlive;
public override bool RemoveWhenNotAlive => false;
protected SelectionBlueprint(HitObject hitObject)
protected SelectionBlueprint(T item)
{
HitObject = hitObject;
Item = item;
RelativeSizeAxes = Axes.Both;
AlwaysPresent = true;
@ -87,7 +85,7 @@ namespace osu.Game.Rulesets.Edit
protected virtual void OnDeselected()
{
// selection blueprints are AlwaysPresent while the related DrawableHitObject is visible
// selection blueprints are AlwaysPresent while the related item is visible
// set the body piece's alpha directly to avoid arbitrarily rendering frame buffers etc. of children.
foreach (var d in InternalChildren)
d.Hide();
@ -129,7 +127,7 @@ namespace osu.Game.Rulesets.Edit
public virtual MenuItem[] ContextMenuItems => Array.Empty<MenuItem>();
/// <summary>
/// The screen-space point that causes this <see cref="OverlaySelectionBlueprint"/> to be selected.
/// The screen-space point that causes this <see cref="OverlaySelectionBlueprint"/> to be selected via a drag.
/// </summary>
public virtual Vector2 ScreenSpaceSelectionPoint => ScreenSpaceDrawQuad.Centre;
@ -138,8 +136,6 @@ namespace osu.Game.Rulesets.Edit
/// </summary>
public virtual Quad SelectionQuad => ScreenSpaceDrawQuad;
public virtual Vector2 GetInstantDelta(Vector2 screenSpacePosition) => Parent.ToLocalSpace(screenSpacePosition) - Position;
/// <summary>
/// Handle to perform a partial deletion when the user requests a quick delete (Shift+Right Click).
/// </summary>

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@ -0,0 +1,16 @@
// 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.
namespace osu.Game.Rulesets.Objects.Types
{
/// <summary>
/// A type of hit object which lies in one of a number of predetermined columns.
/// </summary>
public interface IHasColumn
{
/// <summary>
/// The column which the hit object lies in.
/// </summary>
int Column { get; }
}
}