Merge branch 'master' into leaderboard-scores

This commit is contained in:
MrTheMake
2017-09-07 18:25:33 +02:00
committed by GitHub
176 changed files with 3855 additions and 1677 deletions

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@ -26,21 +26,19 @@ namespace osu.Game.Rulesets.Beatmaps
/// Converts a Beatmap using this Beatmap Converter.
/// </summary>
/// <param name="original">The un-converted Beatmap.</param>
/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
/// <returns>The converted Beatmap.</returns>
public Beatmap<T> Convert(Beatmap original, bool isForCurrentRuleset)
public Beatmap<T> Convert(Beatmap original)
{
// We always operate on a clone of the original beatmap, to not modify it game-wide
return ConvertBeatmap(new Beatmap(original), isForCurrentRuleset);
return ConvertBeatmap(new Beatmap(original));
}
/// <summary>
/// Performs the conversion of a Beatmap using this Beatmap Converter.
/// </summary>
/// <param name="original">The un-converted Beatmap.</param>
/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
/// <returns>The converted Beatmap.</returns>
protected virtual Beatmap<T> ConvertBeatmap(Beatmap original, bool isForCurrentRuleset)
protected virtual Beatmap<T> ConvertBeatmap(Beatmap original)
{
return new Beatmap<T>
{

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@ -106,6 +106,9 @@ namespace osu.Game.Rulesets.Objects.Drawables
/// <returns>Whether a hit was processed.</returns>
protected bool UpdateJudgement(bool userTriggered)
{
if (Judgement == null)
return false;
var partial = Judgement as IPartialJudgement;
// Never re-process non-partial hits

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@ -53,7 +53,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime);
double scoringDistance = base_scoring_distance * difficulty.SliderMultiplier / difficultyPoint.SpeedMultiplier;
double scoringDistance = base_scoring_distance * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;
Velocity = scoringDistance / timingPoint.BeatLength;
}

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@ -3,7 +3,6 @@
using System;
using System.Collections.Generic;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Input;
using osu.Framework.MathUtils;
using osu.Game.Input.Handlers;
@ -18,7 +17,7 @@ namespace osu.Game.Rulesets.Replays
/// The ReplayHandler will take a replay and handle the propagation of updates to the input stack.
/// It handles logic of any frames which *must* be executed.
/// </summary>
public class FramedReplayInputHandler : ReplayInputHandler
public abstract class FramedReplayInputHandler : ReplayInputHandler
{
private readonly Replay replay;
@ -31,7 +30,7 @@ namespace osu.Game.Rulesets.Replays
private int nextFrameIndex => MathHelper.Clamp(currentFrameIndex + (currentDirection > 0 ? 1 : -1), 0, Frames.Count - 1);
public FramedReplayInputHandler(Replay replay)
protected FramedReplayInputHandler(Replay replay)
{
this.replay = replay;
}
@ -51,7 +50,7 @@ namespace osu.Game.Rulesets.Replays
{
}
private Vector2? position
protected Vector2? Position
{
get
{
@ -62,23 +61,7 @@ namespace osu.Game.Rulesets.Replays
}
}
public override List<InputState> GetPendingStates()
{
var buttons = new HashSet<MouseButton>();
if (CurrentFrame?.MouseLeft ?? false)
buttons.Add(MouseButton.Left);
if (CurrentFrame?.MouseRight ?? false)
buttons.Add(MouseButton.Right);
return new List<InputState>
{
new InputState
{
Mouse = new ReplayMouseState(ToScreenSpace(position ?? Vector2.Zero), buttons),
Keyboard = new ReplayKeyboardState(new List<Key>())
}
};
}
public override List<InputState> GetPendingStates() => new List<InputState>();
public bool AtLastFrame => currentFrameIndex == Frames.Count - 1;
public bool AtFirstFrame => currentFrameIndex == 0;
@ -133,10 +116,9 @@ namespace osu.Game.Rulesets.Replays
protected class ReplayMouseState : MouseState
{
public ReplayMouseState(Vector2 position, IEnumerable<MouseButton> list)
public ReplayMouseState(Vector2 position)
{
Position = position;
list.ForEach(b => SetPressed(b, true));
}
}

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@ -2,8 +2,8 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Linq;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Input.Bindings;
using osu.Game.Beatmaps;
@ -57,8 +57,6 @@ namespace osu.Game.Rulesets
public abstract string Description { get; }
public abstract IEnumerable<KeyCounter> CreateGameplayKeys();
public virtual SettingsSubsection CreateSettings() => null;
/// <summary>
@ -77,5 +75,12 @@ namespace osu.Game.Rulesets
/// <param name="variant">A variant.</param>
/// <returns>A list of valid <see cref="KeyBinding"/>s.</returns>
public virtual IEnumerable<KeyBinding> GetDefaultKeyBindings(int variant = 0) => new KeyBinding[] { };
/// <summary>
/// Gets the name for a key binding variant. This is used for display in the settings overlay.
/// </summary>
/// <param name="variant">The variant.</param>
/// <returns>A descriptive name of the variant.</returns>
public virtual string GetVariantName(int variant) => string.Empty;
}
}

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@ -53,7 +53,7 @@ namespace osu.Game.Rulesets.Scoring
var version = sr.ReadInt32();
/* score.FileChecksum = */
var beatmapHash = sr.ReadString();
score.Beatmap = beatmaps.QueryBeatmap(b => b.Hash == beatmapHash);
score.Beatmap = beatmaps.QueryBeatmap(b => b.MD5Hash == beatmapHash);
/* score.PlayerName = */
sr.ReadString();
/* var localScoreChecksum = */
@ -137,7 +137,7 @@ namespace osu.Game.Rulesets.Scoring
frames.Add(new ReplayFrame(
lastTime,
float.Parse(split[1]),
384 - float.Parse(split[2]),
float.Parse(split[2]),
(ReplayButtonState)int.Parse(split[3])
));
}

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@ -10,12 +10,10 @@ namespace osu.Game.Rulesets.Timing
/// </summary>
internal class LinearScrollingContainer : ScrollingContainer
{
private readonly Axes scrollingAxes;
private readonly MultiplierControlPoint controlPoint;
public LinearScrollingContainer(Axes scrollingAxes, MultiplierControlPoint controlPoint)
public LinearScrollingContainer(MultiplierControlPoint controlPoint)
{
this.scrollingAxes = scrollingAxes;
this.controlPoint = controlPoint;
}
@ -23,8 +21,8 @@ namespace osu.Game.Rulesets.Timing
{
base.Update();
if ((scrollingAxes & Axes.X) > 0) X = (float)(controlPoint.StartTime - Time.Current);
if ((scrollingAxes & Axes.Y) > 0) Y = (float)(controlPoint.StartTime - Time.Current);
if ((ScrollingAxes & Axes.X) > 0) X = (float)(controlPoint.StartTime - Time.Current);
if ((ScrollingAxes & Axes.Y) > 0) Y = (float)(controlPoint.StartTime - Time.Current);
}
}
}

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@ -20,7 +20,7 @@ namespace osu.Game.Rulesets.Timing
/// <summary>
/// The multiplier which this <see cref="MultiplierControlPoint"/> provides.
/// </summary>
public double Multiplier => 1000 / TimingPoint.BeatLength / DifficultyPoint.SpeedMultiplier;
public double Multiplier => 1000 / TimingPoint.BeatLength * DifficultyPoint.SpeedMultiplier;
/// <summary>
/// The <see cref="TimingControlPoint"/> that provides the timing information for this <see cref="MultiplierControlPoint"/>.
@ -62,4 +62,4 @@ namespace osu.Game.Rulesets.Timing
public int CompareTo(MultiplierControlPoint other) => StartTime.CompareTo(other?.StartTime);
}
}
}

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@ -1,6 +1,7 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Linq;
using osu.Framework.Caching;
using osu.Framework.Configuration;
@ -45,50 +46,34 @@ namespace osu.Game.Rulesets.Timing
RelativePositionAxes = Axes.Both;
}
public override void InvalidateFromChild(Invalidation invalidation)
protected override int Compare(Drawable x, Drawable y)
{
// We only want to re-compute our size when a child's size or position has changed
if ((invalidation & Invalidation.RequiredParentSizeToFit) == 0)
{
base.InvalidateFromChild(invalidation);
return;
}
var hX = (DrawableHitObject)x;
var hY = (DrawableHitObject)y;
int result = hY.HitObject.StartTime.CompareTo(hX.HitObject.StartTime);
if (result != 0)
return result;
return base.Compare(y, x);
}
public override void Add(DrawableHitObject drawable)
{
durationBacking.Invalidate();
base.InvalidateFromChild(invalidation);
base.Add(drawable);
}
private double computeDuration()
public override bool Remove(DrawableHitObject drawable)
{
if (!Children.Any())
return 0;
double baseDuration = Children.Max(c => (c.HitObject as IHasEndTime)?.EndTime ?? c.HitObject.StartTime) - ControlPoint.StartTime;
// If we have a singular hit object at the timing section's start time, let's set a sane default duration
if (baseDuration == 0)
baseDuration = 1;
// This container needs to resize such that it completely encloses the hit objects to avoid masking optimisations. This is done by converting the largest
// absolutely-sized element along the scrolling axes and adding a corresponding duration value. This introduces a bit of error, but will never under-estimate.ion.
// Find the largest element that is absolutely-sized along ScrollingAxes
float maxAbsoluteSize = Children.Where(c => (c.RelativeSizeAxes & ScrollingAxes) == 0)
.Select(c => (ScrollingAxes & Axes.X) > 0 ? c.Width : c.Height)
.DefaultIfEmpty().Max();
float ourAbsoluteSize = (ScrollingAxes & Axes.X) > 0 ? DrawWidth : DrawHeight;
// Add the extra duration to account for the absolute size
baseDuration *= 1 + maxAbsoluteSize / ourAbsoluteSize;
return baseDuration;
durationBacking.Invalidate();
return base.Remove(drawable);
}
// Todo: This may underestimate the size of the hit object in some cases, but won't be too much of a problem for now
private double computeDuration() => Math.Max(0, Children.Select(c => (c.HitObject as IHasEndTime)?.EndTime ?? c.HitObject.StartTime).DefaultIfEmpty().Max() - ControlPoint.StartTime) + 1000;
/// <summary>
/// The maximum duration of any one hit object inside this <see cref="ScrollingContainer"/>. This is calculated as the maximum
/// duration of all hit objects relative to this <see cref="ScrollingContainer"/>'s <see cref="MultiplierControlPoint.StartTime"/>.
/// An approximate total duration of this scrolling container.
/// </summary>
public double Duration => durationBacking.IsValid ? durationBacking : (durationBacking.Value = computeDuration());
@ -96,6 +81,8 @@ namespace osu.Game.Rulesets.Timing
{
base.Update();
RelativeChildOffset = new Vector2((ScrollingAxes & Axes.X) > 0 ? (float)ControlPoint.StartTime : 0, (ScrollingAxes & Axes.Y) > 0 ? (float)ControlPoint.StartTime : 0);
// We want our size and position-space along the scrolling axes to span our duration to completely enclose all the hit objects
Size = new Vector2((ScrollingAxes & Axes.X) > 0 ? (float)Duration : Size.X, (ScrollingAxes & Axes.Y) > 0 ? (float)Duration : Size.Y);
// And we need to make sure the hit object's position-space doesn't change due to our resizing

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@ -1,7 +1,6 @@
// 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.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
@ -27,12 +26,16 @@ namespace osu.Game.Rulesets.Timing
public readonly BindableBool Reversed = new BindableBool();
protected override Container<DrawableHitObject> Content => content;
private Container<DrawableHitObject> content;
private readonly Container<DrawableHitObject> content;
/// <summary>
/// The axes which the content of this container will scroll through.
/// </summary>
public Axes ScrollingAxes { get; internal set; }
public Axes ScrollingAxes
{
get { return scrollingContainer.ScrollingAxes; }
set { scrollingContainer.ScrollingAxes = value; }
}
public override bool RemoveWhenNotAlive => false;
@ -41,7 +44,7 @@ namespace osu.Game.Rulesets.Timing
/// </summary>
public readonly MultiplierControlPoint ControlPoint;
private ScrollingContainer scrollingContainer;
private readonly ScrollingContainer scrollingContainer;
/// <summary>
/// Creates a new <see cref="SpeedAdjustmentContainer"/>.
@ -51,17 +54,10 @@ namespace osu.Game.Rulesets.Timing
{
ControlPoint = controlPoint;
RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load()
{
scrollingContainer = CreateScrollingContainer();
scrollingContainer.ScrollingAxes = ScrollingAxes;
scrollingContainer.ControlPoint = ControlPoint;
scrollingContainer.VisibleTimeRange.BindTo(VisibleTimeRange);
scrollingContainer.RelativeChildOffset = new Vector2((ScrollingAxes & Axes.X) > 0 ? (float)ControlPoint.StartTime : 0, (ScrollingAxes & Axes.Y) > 0 ? (float)ControlPoint.StartTime : 0);
AddInternal(content = scrollingContainer);
}
@ -103,11 +99,6 @@ namespace osu.Game.Rulesets.Timing
base.Add(drawable);
}
/// <summary>
/// Whether a <see cref="DrawableHitObject"/> falls within this <see cref="SpeedAdjustmentContainer"/>s affecting timespan.
/// </summary>
public bool CanContain(DrawableHitObject hitObject) => CanContain(hitObject.HitObject.StartTime);
/// <summary>
/// Whether a point in time falls within this <see cref="SpeedAdjustmentContainer"/>s affecting timespan.
/// </summary>
@ -117,6 +108,6 @@ namespace osu.Game.Rulesets.Timing
/// Creates the <see cref="ScrollingContainer"/> which contains the scrolling <see cref="DrawableHitObject"/>s of this container.
/// </summary>
/// <returns>The <see cref="ScrollingContainer"/>.</returns>
protected virtual ScrollingContainer CreateScrollingContainer() => new LinearScrollingContainer(ScrollingAxes, ControlPoint);
protected virtual ScrollingContainer CreateScrollingContainer() => new LinearScrollingContainer(ControlPoint);
}
}
}

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@ -9,7 +9,6 @@ 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;
@ -43,12 +42,12 @@ namespace osu.Game.Rulesets.UI
/// <summary>
/// The input manager for this RulesetContainer.
/// </summary>
internal readonly PlayerInputManager InputManager = new PlayerInputManager();
internal IHasReplayHandler ReplayInputManager => KeyBindingInputManager as IHasReplayHandler;
/// <summary>
/// The key conversion input manager for this RulesetContainer.
/// </summary>
protected readonly PassThroughInputManager KeyConversionInputManager;
public PassThroughInputManager KeyBindingInputManager;
/// <summary>
/// Whether we are currently providing the local user a gameplay cursor.
@ -58,7 +57,7 @@ namespace osu.Game.Rulesets.UI
/// <summary>
/// Whether we have a replay loaded currently.
/// </summary>
public bool HasReplayLoaded => InputManager.ReplayInputHandler != null;
public bool HasReplayLoaded => ReplayInputManager?.ReplayInputHandler != null;
public abstract IEnumerable<HitObject> Objects { get; }
@ -76,8 +75,13 @@ namespace osu.Game.Rulesets.UI
internal RulesetContainer(Ruleset ruleset)
{
Ruleset = ruleset;
KeyConversionInputManager = CreateKeyBindingInputManager();
KeyConversionInputManager.RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load()
{
KeyBindingInputManager = CreateInputManager();
KeyBindingInputManager.RelativeSizeAxes = Axes.Both;
}
/// <summary>
@ -92,12 +96,12 @@ namespace osu.Game.Rulesets.UI
public abstract ScoreProcessor CreateScoreProcessor();
/// <summary>
/// Creates a key conversion input manager.
/// Creates a key conversion input manager. An exception will be thrown if a valid <see cref="RulesetInputManager{T}"/> is not returned.
/// </summary>
/// <returns>The input manager.</returns>
public virtual PassThroughInputManager CreateKeyBindingInputManager() => new PassThroughInputManager();
public abstract PassThroughInputManager CreateInputManager();
protected virtual FramedReplayInputHandler CreateReplayInputHandler(Replay replay) => new FramedReplayInputHandler(replay);
protected virtual FramedReplayInputHandler CreateReplayInputHandler(Replay replay) => null;
public Replay Replay { get; private set; }
@ -105,10 +109,13 @@ namespace osu.Game.Rulesets.UI
/// 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)
public virtual void SetReplay(Replay replay)
{
if (ReplayInputManager == null)
throw new InvalidOperationException($"A {nameof(KeyBindingInputManager)} which supports replay loading is not available");
Replay = replay;
InputManager.ReplayInputHandler = replay != null ? CreateReplayInputHandler(replay) : null;
ReplayInputManager.ReplayInputHandler = replay != null ? CreateReplayInputHandler(replay) : null;
}
}
@ -139,16 +146,30 @@ namespace osu.Game.Rulesets.UI
protected IEnumerable<Mod> Mods;
/// <summary>
/// The <see cref="WorkingBeatmap"/> this <see cref="RulesetContainer{TObject}"/> was created with.
/// </summary>
protected readonly WorkingBeatmap WorkingBeatmap;
/// <summary>
/// Whether the specified beatmap is assumed to be specific to the current ruleset.
/// </summary>
protected readonly bool IsForCurrentRuleset;
/// <summary>
/// Whether to assume the beatmap passed into this <see cref="RulesetContainer{TObject}"/> is for the current ruleset.
/// 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="workingBeatmap">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)
internal RulesetContainer(Ruleset ruleset, WorkingBeatmap workingBeatmap, bool isForCurrentRuleset)
: base(ruleset)
{
Debug.Assert(beatmap != null, "RulesetContainer initialized with a null beatmap.");
Debug.Assert(workingBeatmap != null, "RulesetContainer initialized with a null beatmap.");
Mods = beatmap.Mods.Value;
WorkingBeatmap = workingBeatmap;
IsForCurrentRuleset = isForCurrentRuleset;
Mods = workingBeatmap.Mods.Value;
RelativeSizeAxes = Axes.Both;
@ -156,11 +177,11 @@ namespace osu.Game.Rulesets.UI
BeatmapProcessor<TObject> processor = CreateBeatmapProcessor();
// Check if the beatmap can be converted
if (!converter.CanConvert(beatmap.Beatmap))
if (!converter.CanConvert(workingBeatmap.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);
Beatmap = converter.Convert(workingBeatmap.Beatmap);
// Apply difficulty adjustments from mods before using Difficulty.
foreach (var mod in Mods.OfType<IApplicableToDifficulty>())
@ -173,8 +194,6 @@ namespace osu.Game.Rulesets.UI
// 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);
}
@ -192,11 +211,6 @@ namespace osu.Game.Rulesets.UI
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.
@ -237,7 +251,7 @@ namespace osu.Game.Rulesets.UI
public Playfield<TObject, TJudgement> Playfield { get; private set; }
protected override Container<Drawable> Content => content;
private readonly Container content;
private Container content;
private readonly List<DrawableHitObject<TObject, TJudgement>> drawableObjects = new List<DrawableHitObject<TObject, TJudgement>>();
@ -250,24 +264,28 @@ namespace osu.Game.Rulesets.UI
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());
KeyBindingInputManager.Add(content = new Container
{
RelativeSizeAxes = Axes.Both,
});
AddInternal(KeyBindingInputManager);
KeyBindingInputManager.Add(Playfield = CreatePlayfield());
loadObjects();
}
if (InputManager?.ReplayInputHandler != null)
InputManager.ReplayInputHandler.ToScreenSpace = Playfield.ScaledContent.ToScreenSpace;
public override void SetReplay(Replay replay)
{
base.SetReplay(replay);
if (ReplayInputManager?.ReplayInputHandler != null)
ReplayInputManager.ReplayInputHandler.ToScreenSpace = input => Playfield.ScaledContent.ToScreenSpace(input);
}
/// <summary>

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@ -0,0 +1,232 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Timing;
using osu.Game.Configuration;
using osu.Game.Input.Bindings;
using osu.Game.Input.Handlers;
using osu.Game.Screens.Play;
using OpenTK.Input;
namespace osu.Game.Rulesets.UI
{
public abstract class RulesetInputManager<T> : DatabasedKeyBindingInputManager<T>, ICanAttachKeyCounter, IHasReplayHandler
where T : struct
{
protected RulesetInputManager(RulesetInfo ruleset, int variant, SimultaneousBindingMode unique) : base(ruleset, variant, unique)
{
}
#region Action mapping (for replays)
private List<T> lastPressedActions = new List<T>();
protected override void HandleNewState(InputState state)
{
base.HandleNewState(state);
var replayState = state as ReplayInputHandler.ReplayState<T>;
if (replayState == null) return;
// Here we handle states specifically coming from a replay source.
// These have extra action information rather than keyboard keys or mouse buttons.
List<T> newActions = replayState.PressedActions;
foreach (var released in lastPressedActions.Except(newActions))
PropagateReleased(KeyBindingInputQueue, released);
foreach (var pressed in newActions.Except(lastPressedActions))
PropagatePressed(KeyBindingInputQueue, pressed);
lastPressedActions = newActions;
}
#endregion
#region IHasReplayHandler
private ReplayInputHandler replayInputHandler;
public ReplayInputHandler ReplayInputHandler
{
get
{
return replayInputHandler;
}
set
{
if (replayInputHandler != null) RemoveHandler(replayInputHandler);
replayInputHandler = value;
UseParentState = replayInputHandler == null;
if (replayInputHandler != null)
AddHandler(replayInputHandler);
}
}
#endregion
#region Clock control
private ManualClock clock;
private IFrameBasedClock parentClock;
protected override void LoadComplete()
{
base.LoadComplete();
//our clock will now be our parent's clock, but we want to replace this to allow manual control.
parentClock = Clock;
Clock = new FramedClock(clock = new ManualClock
{
CurrentTime = parentClock.CurrentTime,
Rate = parentClock.Rate,
});
}
/// <summary>
/// Whether we are running up-to-date with our parent clock.
/// If not, we will need to keep processing children until we catch up.
/// </summary>
private bool requireMoreUpdateLoops;
/// <summary>
/// Whether we are in a valid state (ie. should we keep processing children frames).
/// This should be set to false when the replay is, for instance, waiting for future frames to arrive.
/// </summary>
private bool validState;
protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate && validState;
private bool isAttached => replayInputHandler != null && !UseParentState;
private const int max_catch_up_updates_per_frame = 50;
public override bool UpdateSubTree()
{
requireMoreUpdateLoops = true;
validState = true;
int loops = 0;
while (validState && requireMoreUpdateLoops && loops++ < max_catch_up_updates_per_frame)
if (!base.UpdateSubTree())
return false;
return true;
}
protected override void Update()
{
if (parentClock == null) return;
clock.Rate = parentClock.Rate;
clock.IsRunning = parentClock.IsRunning;
if (!isAttached)
{
clock.CurrentTime = parentClock.CurrentTime;
}
else
{
double? newTime = replayInputHandler.SetFrameFromTime(parentClock.CurrentTime);
if (newTime == null)
{
// we shouldn't execute for this time value. probably waiting on more replay data.
validState = false;
return;
}
clock.CurrentTime = newTime.Value;
}
requireMoreUpdateLoops = clock.CurrentTime != parentClock.CurrentTime;
base.Update();
}
#endregion
#region Setting application (disables etc.)
private Bindable<bool> mouseDisabled;
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
mouseDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableButtons);
}
protected override void TransformState(InputState state)
{
base.TransformState(state);
// we don't want to transform the state if a replay is present (for now, at least).
if (replayInputHandler != null) return;
var mouse = state.Mouse as Framework.Input.MouseState;
if (mouse != null)
{
if (mouseDisabled.Value)
{
mouse.SetPressed(MouseButton.Left, false);
mouse.SetPressed(MouseButton.Right, false);
}
}
}
#endregion
#region Key Counter Attachment
public void Attach(KeyCounterCollection keyCounter)
{
var receptor = new ActionReceptor(keyCounter);
Add(receptor);
keyCounter.SetReceptor(receptor);
keyCounter.AddRange(DefaultKeyBindings.Select(b => b.GetAction<T>()).Distinct().Select(b => new KeyCounterAction<T>(b)));
}
public class ActionReceptor : KeyCounterCollection.Receptor, IKeyBindingHandler<T>
{
public ActionReceptor(KeyCounterCollection target)
: base(target)
{
}
public bool OnPressed(T action) => Target.Children.OfType<KeyCounterAction<T>>().Any(c => c.OnPressed(action));
public bool OnReleased(T action) => Target.Children.OfType<KeyCounterAction<T>>().Any(c => c.OnReleased(action));
}
#endregion
}
/// <summary>
/// Expose the <see cref="ReplayInputHandler"/> in a capable <see cref="InputManager"/>.
/// </summary>
public interface IHasReplayHandler
{
ReplayInputHandler ReplayInputHandler { get; set; }
}
/// <summary>
/// Supports attaching a <see cref="KeyCounterCollection"/>.
/// Keys will be populated automatically and a receptor will be injected inside.
/// </summary>
public interface ICanAttachKeyCounter
{
void Attach(KeyCounterCollection keyCounter);
}
}

View File

@ -55,14 +55,14 @@ namespace osu.Game.Rulesets.UI
};
/// <summary>
/// Whether to reverse the scrolling direction is reversed.
/// Whether to reverse the scrolling direction is reversed. Note that this does _not_ invert the hit objects.
/// </summary>
public readonly BindableBool Reversed = new BindableBool();
protected readonly BindableBool Reversed = new BindableBool();
/// <summary>
/// The container that contains the <see cref="SpeedAdjustmentContainer"/>s and <see cref="DrawableHitObject"/>s.
/// </summary>
internal new readonly ScrollingHitObjectContainer HitObjects;
public new readonly ScrollingHitObjectContainer HitObjects;
/// <summary>
/// Creates a new <see cref="ScrollingPlayfield{TObject, TJudgement}"/>.
@ -138,7 +138,7 @@ namespace osu.Game.Rulesets.UI
/// <summary>
/// A container that provides the foundation for sorting <see cref="DrawableHitObject"/>s into <see cref="SpeedAdjustmentContainer"/>s.
/// </summary>
internal class ScrollingHitObjectContainer : HitObjectContainer
public class ScrollingHitObjectContainer : HitObjectContainer
{
/// <summary>
/// Gets or sets the range of time that is visible by the length of the scrolling axes.
@ -151,11 +151,10 @@ namespace osu.Game.Rulesets.UI
/// </summary>
public readonly BindableBool Reversed = new BindableBool();
/// <summary>
/// Hit objects that are to be re-processed on the next update.
/// </summary>
private readonly List<DrawableHitObject> queuedHitObjects = new List<DrawableHitObject>();
private readonly Container<SpeedAdjustmentContainer> speedAdjustments;
private readonly SortedContainer speedAdjustments;
public IReadOnlyList<SpeedAdjustmentContainer> SpeedAdjustments => speedAdjustments;
private readonly SpeedAdjustmentContainer defaultSpeedAdjustment;
private readonly Axes scrollingAxes;
@ -167,11 +166,15 @@ namespace osu.Game.Rulesets.UI
{
this.scrollingAxes = scrollingAxes;
AddInternal(speedAdjustments = new Container<SpeedAdjustmentContainer> { RelativeSizeAxes = Axes.Both });
AddInternal(speedAdjustments = new SortedContainer { RelativeSizeAxes = Axes.Both });
// Default speed adjustment
AddSpeedAdjustment(defaultSpeedAdjustment = new SpeedAdjustmentContainer(new MultiplierControlPoint(0)));
}
/// <summary>
/// Adds a <see cref="SpeedAdjustmentContainer"/> to this container.
/// Adds a <see cref="SpeedAdjustmentContainer"/> to this container, re-sorting all hit objects
/// in the last <see cref="SpeedAdjustmentContainer"/> that occurred (time-wise) before it.
/// </summary>
/// <param name="speedAdjustment">The <see cref="SpeedAdjustmentContainer"/>.</param>
public void AddSpeedAdjustment(SpeedAdjustmentContainer speedAdjustment)
@ -179,9 +182,51 @@ namespace osu.Game.Rulesets.UI
speedAdjustment.ScrollingAxes = scrollingAxes;
speedAdjustment.VisibleTimeRange.BindTo(VisibleTimeRange);
speedAdjustment.Reversed.BindTo(Reversed);
if (speedAdjustments.Count > 0)
{
// We need to re-sort all hit objects in the speed adjustment container prior to figure out if they
// should now lie within this one
var existingAdjustment = adjustmentContainerAt(speedAdjustment.ControlPoint.StartTime);
for (int i = 0; i < existingAdjustment.Count; i++)
{
DrawableHitObject hitObject = existingAdjustment[i];
if (!speedAdjustment.CanContain(hitObject.HitObject.StartTime))
continue;
existingAdjustment.Remove(hitObject);
speedAdjustment.Add(hitObject);
i--;
}
}
speedAdjustments.Add(speedAdjustment);
}
/// <summary>
/// Removes a <see cref="SpeedAdjustmentContainer"/> from this container, re-sorting all hit objects
/// which it contained into new <see cref="SpeedAdjustmentContainer"/>s.
/// </summary>
/// <param name="speedAdjustment">The <see cref="SpeedAdjustmentContainer"/> to remove.</param>
public void RemoveSpeedAdjustment(SpeedAdjustmentContainer speedAdjustment)
{
if (speedAdjustment == defaultSpeedAdjustment)
throw new InvalidOperationException($"The default {nameof(SpeedAdjustmentContainer)} must not be removed.");
if (!speedAdjustments.Remove(speedAdjustment))
return;
while (speedAdjustment.Count > 0)
{
DrawableHitObject hitObject = speedAdjustment[0];
speedAdjustment.Remove(hitObject);
Add(hitObject);
}
}
public override IEnumerable<DrawableHitObject> Objects => speedAdjustments.SelectMany(s => s.Children);
/// <summary>
@ -194,39 +239,10 @@ namespace osu.Game.Rulesets.UI
if (!(hitObject is IScrollingHitObject))
throw new InvalidOperationException($"Hit objects added to a {nameof(ScrollingHitObjectContainer)} must implement {nameof(IScrollingHitObject)}.");
queuedHitObjects.Add(hitObject);
adjustmentContainerAt(hitObject.HitObject.StartTime).Add(hitObject);
}
public override bool Remove(DrawableHitObject hitObject) => speedAdjustments.Any(s => s.Remove(hitObject)) || queuedHitObjects.Remove(hitObject);
protected override void Update()
{
base.Update();
// Todo: At the moment this is going to re-process every single Update, however this will only be a null-op
// when there are no SpeedAdjustmentContainers available. This should probably error or something, but it's okay for now.
for (int i = queuedHitObjects.Count - 1; i >= 0; i--)
{
var hitObject = queuedHitObjects[i];
var target = adjustmentContainerFor(hitObject);
if (target == null)
continue;
target.Add(hitObject);
queuedHitObjects.RemoveAt(i);
}
}
/// <summary>
/// Finds the <see cref="SpeedAdjustmentContainer"/> which provides the speed adjustment active at the start time
/// of a hit object. If there is no <see cref="SpeedAdjustmentContainer"/> active at the start time of the hit object,
/// then the first (time-wise) speed adjustment is returned.
/// </summary>
/// <param name="hitObject">The hit object to find the active <see cref="SpeedAdjustmentContainer"/> for.</param>
/// <returns>The <see cref="SpeedAdjustmentContainer"/> active at <paramref name="hitObject"/>'s start time. Null if there are no speed adjustments.</returns>
private SpeedAdjustmentContainer adjustmentContainerFor(DrawableHitObject hitObject) => speedAdjustments.FirstOrDefault(c => c.CanContain(hitObject)) ?? speedAdjustments.LastOrDefault();
public override bool Remove(DrawableHitObject hitObject) => speedAdjustments.Any(s => s.Remove(hitObject));
/// <summary>
/// Finds the <see cref="SpeedAdjustmentContainer"/> which provides the speed adjustment active at a time.
@ -234,7 +250,21 @@ namespace osu.Game.Rulesets.UI
/// </summary>
/// <param name="time">The time to find the active <see cref="SpeedAdjustmentContainer"/> at.</param>
/// <returns>The <see cref="SpeedAdjustmentContainer"/> active at <paramref name="time"/>. Null if there are no speed adjustments.</returns>
private SpeedAdjustmentContainer adjustmentContainerAt(double time) => speedAdjustments.FirstOrDefault(c => c.CanContain(time)) ?? speedAdjustments.LastOrDefault();
private SpeedAdjustmentContainer adjustmentContainerAt(double time) => speedAdjustments.FirstOrDefault(c => c.CanContain(time)) ?? defaultSpeedAdjustment;
private class SortedContainer : Container<SpeedAdjustmentContainer>
{
protected override int Compare(Drawable x, Drawable y)
{
var sX = (SpeedAdjustmentContainer)x;
var sY = (SpeedAdjustmentContainer)y;
int result = sY.ControlPoint.StartTime.CompareTo(sX.ControlPoint.StartTime);
if (result != 0)
return result;
return base.Compare(y, x);
}
}
}
}
}
}

View File

@ -39,17 +39,6 @@ namespace osu.Game.Rulesets.UI
[BackgroundDependencyLoader]
private void load()
{
DefaultControlPoints.ForEach(c => applySpeedAdjustment(c, Playfield));
}
private void applySpeedAdjustment(MultiplierControlPoint controlPoint, ScrollingPlayfield<TObject, TJudgement> playfield)
{
playfield.HitObjects.AddSpeedAdjustment(CreateSpeedAdjustmentContainer(controlPoint));
playfield.NestedPlayfields.ForEach(p => applySpeedAdjustment(controlPoint, p));
}
protected override void ApplyBeatmap()
{
// Calculate default multiplier control points
var lastTimingPoint = new TimingControlPoint();
@ -95,6 +84,14 @@ namespace osu.Game.Rulesets.UI
// If we have no control points, add a default one
if (DefaultControlPoints.Count == 0)
DefaultControlPoints.Add(new MultiplierControlPoint());
DefaultControlPoints.ForEach(c => applySpeedAdjustment(c, Playfield));
}
private void applySpeedAdjustment(MultiplierControlPoint controlPoint, ScrollingPlayfield<TObject, TJudgement> playfield)
{
playfield.HitObjects.AddSpeedAdjustment(CreateSpeedAdjustmentContainer(controlPoint));
playfield.NestedPlayfields.ForEach(p => applySpeedAdjustment(controlPoint, p));
}
/// <summary>