mirror of
https://github.com/osukey/osukey.git
synced 2025-07-02 16:59:53 +09:00
Merge remote-tracking branch 'upstream/master' into ruleset-configs
This commit is contained in:
@ -3,19 +3,15 @@
|
||||
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Rulesets.Mania.Objects;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using System;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Framework.Allocation;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Configuration;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Mania.Objects.Drawables;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Mania.Beatmaps;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Mania.Configuration;
|
||||
using osu.Game.Rulesets.UI.Scrolling;
|
||||
|
||||
@ -23,148 +19,71 @@ namespace osu.Game.Rulesets.Mania.UI
|
||||
{
|
||||
public class ManiaPlayfield : ScrollingPlayfield
|
||||
{
|
||||
public const float HIT_TARGET_POSITION = 50;
|
||||
|
||||
private SpecialColumnPosition specialColumnPosition;
|
||||
/// <summary>
|
||||
/// The style to use for the special column.
|
||||
/// </summary>
|
||||
public SpecialColumnPosition SpecialColumnPosition
|
||||
{
|
||||
get { return specialColumnPosition; }
|
||||
set
|
||||
{
|
||||
if (IsLoaded)
|
||||
throw new InvalidOperationException($"Setting {nameof(SpecialColumnPosition)} after the playfield is loaded requires re-creating the playfield.");
|
||||
specialColumnPosition = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Whether this playfield should be inverted. This flips everything inside the playfield.
|
||||
/// </summary>
|
||||
public readonly Bindable<bool> Inverted = new Bindable<bool>(true);
|
||||
|
||||
private readonly FlowContainer<Column> columns;
|
||||
public IEnumerable<Column> Columns => columns.Children;
|
||||
public List<Column> Columns => stages.SelectMany(x => x.Columns).ToList();
|
||||
private readonly List<ManiaStage> stages = new List<ManiaStage>();
|
||||
|
||||
protected override Container<Drawable> Content => content;
|
||||
private readonly Container<Drawable> content;
|
||||
|
||||
private List<Color4> normalColumnColours = new List<Color4>();
|
||||
private Color4 specialColumnColour;
|
||||
|
||||
private readonly Container<DrawableManiaJudgement> judgements;
|
||||
|
||||
private readonly int columnCount;
|
||||
|
||||
public ManiaPlayfield(int columnCount)
|
||||
public ManiaPlayfield(List<StageDefinition> stageDefinitions)
|
||||
: base(ScrollingDirection.Up)
|
||||
{
|
||||
this.columnCount = columnCount;
|
||||
if (stageDefinitions == null)
|
||||
throw new ArgumentNullException(nameof(stageDefinitions));
|
||||
|
||||
if (columnCount <= 0)
|
||||
throw new ArgumentException("Can't have zero or fewer columns.");
|
||||
if (stageDefinitions.Count <= 0)
|
||||
throw new ArgumentException("Can't have zero or fewer stages.");
|
||||
|
||||
Inverted.Value = true;
|
||||
|
||||
Container topLevelContainer;
|
||||
InternalChildren = new Drawable[]
|
||||
GridContainer playfieldGrid;
|
||||
InternalChild = playfieldGrid = new GridContainer
|
||||
{
|
||||
new Container
|
||||
{
|
||||
Name = "Playfield elements",
|
||||
Anchor = Anchor.TopCentre,
|
||||
Origin = Anchor.TopCentre,
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
AutoSizeAxes = Axes.X,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Container
|
||||
{
|
||||
Name = "Columns mask",
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
AutoSizeAxes = Axes.X,
|
||||
Masking = true,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
Name = "Background",
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = Color4.Black
|
||||
},
|
||||
columns = new FillFlowContainer<Column>
|
||||
{
|
||||
Name = "Columns",
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
AutoSizeAxes = Axes.X,
|
||||
Direction = FillDirection.Horizontal,
|
||||
Padding = new MarginPadding { Left = 1, Right = 1 },
|
||||
Spacing = new Vector2(1, 0)
|
||||
},
|
||||
}
|
||||
},
|
||||
new Container
|
||||
{
|
||||
Name = "Barlines mask",
|
||||
Anchor = Anchor.TopCentre,
|
||||
Origin = Anchor.TopCentre,
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
Width = 1366, // Bar lines should only be masked on the vertical axis
|
||||
BypassAutoSizeAxes = Axes.Both,
|
||||
Masking = true,
|
||||
Child = content = new Container
|
||||
{
|
||||
Name = "Bar lines",
|
||||
Anchor = Anchor.TopCentre,
|
||||
Origin = Anchor.TopCentre,
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
Padding = new MarginPadding { Top = HIT_TARGET_POSITION }
|
||||
}
|
||||
},
|
||||
judgements = new Container<DrawableManiaJudgement>
|
||||
{
|
||||
Anchor = Anchor.TopCentre,
|
||||
Origin = Anchor.Centre,
|
||||
AutoSizeAxes = Axes.Both,
|
||||
Y = HIT_TARGET_POSITION + 150,
|
||||
BypassAutoSizeAxes = Axes.Both
|
||||
},
|
||||
topLevelContainer = new Container { RelativeSizeAxes = Axes.Both }
|
||||
}
|
||||
}
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Content = new[] { new Drawable[stageDefinitions.Count] }
|
||||
};
|
||||
|
||||
var currentAction = ManiaAction.Key1;
|
||||
for (int i = 0; i < columnCount; i++)
|
||||
var normalColumnAction = ManiaAction.Key1;
|
||||
var specialColumnAction = ManiaAction.Special1;
|
||||
int firstColumnIndex = 0;
|
||||
for (int i = 0; i < stageDefinitions.Count; i++)
|
||||
{
|
||||
var c = new Column();
|
||||
c.VisibleTimeRange.BindTo(VisibleTimeRange);
|
||||
var newStage = new ManiaStage(firstColumnIndex, stageDefinitions[i], ref normalColumnAction, ref specialColumnAction);
|
||||
newStage.VisibleTimeRange.BindTo(VisibleTimeRange);
|
||||
newStage.Inverted.BindTo(Inverted);
|
||||
|
||||
c.IsSpecial = isSpecialColumn(i);
|
||||
c.Action = c.IsSpecial ? ManiaAction.Special : currentAction++;
|
||||
playfieldGrid.Content[0][i] = newStage;
|
||||
|
||||
topLevelContainer.Add(c.TopLevelContainer.CreateProxy());
|
||||
stages.Add(newStage);
|
||||
AddNested(newStage);
|
||||
|
||||
columns.Add(c);
|
||||
AddNested(c);
|
||||
firstColumnIndex += newStage.Columns.Count;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Add(DrawableHitObject h) => getStageByColumn(((ManiaHitObject)h.HitObject).Column).Add(h);
|
||||
|
||||
public void Add(BarLine barline) => stages.ForEach(s => s.Add(barline));
|
||||
|
||||
private ManiaStage getStageByColumn(int column)
|
||||
{
|
||||
int sum = 0;
|
||||
foreach (var stage in stages)
|
||||
{
|
||||
sum = sum + stage.Columns.Count;
|
||||
if (sum > column)
|
||||
return stage;
|
||||
}
|
||||
|
||||
Inverted.ValueChanged += invertedChanged;
|
||||
Inverted.TriggerChange();
|
||||
return null;
|
||||
}
|
||||
|
||||
private void invertedChanged(bool newValue)
|
||||
{
|
||||
Scale = new Vector2(1, newValue ? -1 : 1);
|
||||
judgements.Scale = Scale;
|
||||
}
|
||||
|
||||
private Bindable<double> scrollTime;
|
||||
private Bindable<double> scrollTime;
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours, ManiaConfigManager maniaConfig)
|
||||
private void load(ManiaConfigManager maniaConfig)
|
||||
{
|
||||
maniaConfig.BindWith(ManiaSetting.ScrollTime, VisibleTimeRange);
|
||||
|
||||
@ -173,78 +92,11 @@ namespace osu.Game.Rulesets.Mania.UI
|
||||
// 2. We want the config to be saved ASAP, in-case a new ManiaPlayfield is instantiated
|
||||
scrollTime = maniaConfig.GetBindable<double>(ManiaSetting.ScrollTime);
|
||||
scrollTime.ValueChanged += v => maniaConfig.Save();
|
||||
|
||||
normalColumnColours = new List<Color4>
|
||||
{
|
||||
colours.RedDark,
|
||||
colours.GreenDark
|
||||
};
|
||||
|
||||
specialColumnColour = colours.BlueDark;
|
||||
|
||||
// Set the special column + colour + key
|
||||
foreach (var column in Columns)
|
||||
{
|
||||
if (!column.IsSpecial)
|
||||
continue;
|
||||
|
||||
column.AccentColour = specialColumnColour;
|
||||
}
|
||||
|
||||
var nonSpecialColumns = Columns.Where(c => !c.IsSpecial).ToList();
|
||||
|
||||
// We'll set the colours of the non-special columns in a separate loop, because the non-special
|
||||
// column colours are mirrored across their centre and special styles mess with this
|
||||
for (int i = 0; i < Math.Ceiling(nonSpecialColumns.Count / 2f); i++)
|
||||
{
|
||||
Color4 colour = normalColumnColours[i % normalColumnColours.Count];
|
||||
nonSpecialColumns[i].AccentColour = colour;
|
||||
nonSpecialColumns[nonSpecialColumns.Count - 1 - i].AccentColour = colour;
|
||||
}
|
||||
}
|
||||
|
||||
internal void OnJudgement(DrawableHitObject judgedObject, Judgement judgement)
|
||||
{
|
||||
judgements.Clear();
|
||||
judgements.Add(new DrawableManiaJudgement(judgement)
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Whether the column index is a special column for this playfield.
|
||||
/// </summary>
|
||||
/// <param name="column">The 0-based column index.</param>
|
||||
/// <returns>Whether the column is a special column.</returns>
|
||||
private bool isSpecialColumn(int column)
|
||||
{
|
||||
switch (SpecialColumnPosition)
|
||||
{
|
||||
default:
|
||||
case SpecialColumnPosition.Normal:
|
||||
return columnCount % 2 == 1 && column == columnCount / 2;
|
||||
case SpecialColumnPosition.Left:
|
||||
return column == 0;
|
||||
case SpecialColumnPosition.Right:
|
||||
return column == columnCount - 1;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Add(DrawableHitObject h)
|
||||
{
|
||||
h.OnJudgement += OnJudgement;
|
||||
Columns.ElementAt(((ManiaHitObject)h.HitObject).Column).Add(h);
|
||||
}
|
||||
|
||||
public void Add(DrawableBarLine barline) => HitObjects.Add(barline);
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
// Due to masking differences, it is not possible to get the width of the columns container automatically
|
||||
// While masking on effectively only the Y-axis, so we need to set the width of the bar line container manually
|
||||
content.Width = columns.Width;
|
||||
getStageByColumn(((ManiaHitObject)judgedObject.HitObject).Column).OnJudgement(judgedObject, judgement);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user