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Rename RulesetContainer to DrawableRuleset
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181
osu.Game/Rulesets/UI/Scrolling/DrawableScrollingRuleset.cs
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181
osu.Game/Rulesets/UI/Scrolling/DrawableScrollingRuleset.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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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.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Lists;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Configuration;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Timing;
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using osu.Game.Rulesets.UI.Scrolling.Algorithms;
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namespace osu.Game.Rulesets.UI.Scrolling
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{
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/// <summary>
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/// A type of <see cref="DrawableRuleset{TPlayfield,TObject}"/> that supports a <see cref="ScrollingPlayfield"/>.
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/// <see cref="HitObject"/>s inside this <see cref="DrawableRuleset{TPlayfield,TObject}"/> will scroll within the playfield.
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/// </summary>
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public abstract class DrawableScrollingRuleset<TPlayfield, TObject> : DrawableRuleset<TPlayfield, TObject>, IKeyBindingHandler<GlobalAction>
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where TObject : HitObject
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where TPlayfield : ScrollingPlayfield
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{
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/// <summary>
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/// The default span of time visible by the length of the scrolling axes.
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/// This is clamped between <see cref="time_span_min"/> and <see cref="time_span_max"/>.
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/// </summary>
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private const double time_span_default = 1500;
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/// <summary>
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/// The minimum span of time that may be visible by the length of the scrolling axes.
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/// </summary>
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private const double time_span_min = 50;
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/// <summary>
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/// The maximum span of time that may be visible by the length of the scrolling axes.
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/// </summary>
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private const double time_span_max = 10000;
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/// <summary>
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/// The step increase/decrease of the span of time visible by the length of the scrolling axes.
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/// </summary>
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private const double time_span_step = 200;
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protected readonly Bindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
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/// <summary>
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/// The span of time that is visible by the length of the scrolling axes.
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/// For example, only hit objects with start time less than or equal to 1000 will be visible with <see cref="TimeRange"/> = 1000.
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/// </summary>
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protected readonly BindableDouble TimeRange = new BindableDouble(time_span_default)
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{
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Default = time_span_default,
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MinValue = time_span_min,
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MaxValue = time_span_max
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};
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protected virtual ScrollVisualisationMethod VisualisationMethod => ScrollVisualisationMethod.Sequential;
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/// <summary>
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/// Whether the player can change <see cref="VisibleTimeRange"/>.
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/// </summary>
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protected virtual bool UserScrollSpeedAdjustment => true;
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/// <summary>
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/// Provides the default <see cref="MultiplierControlPoint"/>s that adjust the scrolling rate of <see cref="HitObject"/>s
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/// inside this <see cref="DrawableRuleset{TPlayfield,TObject}"/>.
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/// </summary>
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/// <returns></returns>
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private readonly SortedList<MultiplierControlPoint> controlPoints = new SortedList<MultiplierControlPoint>(Comparer<MultiplierControlPoint>.Default);
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protected IScrollingInfo ScrollingInfo => scrollingInfo;
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[Cached(Type = typeof(IScrollingInfo))]
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private readonly LocalScrollingInfo scrollingInfo;
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protected DrawableScrollingRuleset(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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scrollingInfo = new LocalScrollingInfo();
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scrollingInfo.Direction.BindTo(Direction);
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scrollingInfo.TimeRange.BindTo(TimeRange);
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switch (VisualisationMethod)
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{
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case ScrollVisualisationMethod.Sequential:
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scrollingInfo.Algorithm = new SequentialScrollAlgorithm(controlPoints);
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break;
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case ScrollVisualisationMethod.Overlapping:
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scrollingInfo.Algorithm = new OverlappingScrollAlgorithm(controlPoints);
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break;
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case ScrollVisualisationMethod.Constant:
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scrollingInfo.Algorithm = new ConstantScrollAlgorithm();
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break;
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}
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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// Calculate default multiplier control points
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var lastTimingPoint = new TimingControlPoint();
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var lastDifficultyPoint = new DifficultyControlPoint();
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// Merge timing + difficulty points
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var allPoints = new SortedList<ControlPoint>(Comparer<ControlPoint>.Default);
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allPoints.AddRange(Beatmap.ControlPointInfo.TimingPoints);
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allPoints.AddRange(Beatmap.ControlPointInfo.DifficultyPoints);
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// Generate the timing points, making non-timing changes use the previous timing change
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var timingChanges = allPoints.Select(c =>
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{
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var timingPoint = c as TimingControlPoint;
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var difficultyPoint = c as DifficultyControlPoint;
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if (timingPoint != null)
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lastTimingPoint = timingPoint;
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if (difficultyPoint != null)
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lastDifficultyPoint = difficultyPoint;
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return new MultiplierControlPoint(c.Time)
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{
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Velocity = Beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier,
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TimingPoint = lastTimingPoint,
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DifficultyPoint = lastDifficultyPoint
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};
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});
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double lastObjectTime = (Objects.LastOrDefault() as IHasEndTime)?.EndTime ?? Objects.LastOrDefault()?.StartTime ?? double.MaxValue;
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// Perform some post processing of the timing changes
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timingChanges = timingChanges
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// Collapse sections after the last hit object
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.Where(s => s.StartTime <= lastObjectTime)
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// Collapse sections with the same start time
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.GroupBy(s => s.StartTime).Select(g => g.Last()).OrderBy(s => s.StartTime);
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controlPoints.AddRange(timingChanges);
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// If we have no control points, add a default one
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if (controlPoints.Count == 0)
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controlPoints.Add(new MultiplierControlPoint { Velocity = Beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier });
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}
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public bool OnPressed(GlobalAction action)
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{
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if (!UserScrollSpeedAdjustment)
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return false;
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switch (action)
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{
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case GlobalAction.IncreaseScrollSpeed:
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this.TransformBindableTo(TimeRange, TimeRange.Value - time_span_step, 200, Easing.OutQuint);
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return true;
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case GlobalAction.DecreaseScrollSpeed:
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this.TransformBindableTo(TimeRange, TimeRange.Value + time_span_step, 200, Easing.OutQuint);
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return true;
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}
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return false;
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}
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public bool OnReleased(GlobalAction action) => false;
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private class LocalScrollingInfo : IScrollingInfo
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{
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public IBindable<ScrollingDirection> Direction { get; } = new Bindable<ScrollingDirection>();
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public IBindable<double> TimeRange { get; } = new BindableDouble();
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public IScrollAlgorithm Algorithm { get; set; }
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}
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}
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}
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