osu/osu.Game.Rulesets.Osu/UI/OsuPlayfield.cs

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// 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.
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using osuTK;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables.Connections;
using osu.Game.Rulesets.UI;
using System.Linq;
using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Osu.UI.Cursor;
using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Osu.UI
{
public class OsuPlayfield : Playfield
{
private readonly ApproachCircleProxyContainer approachCircles;
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private readonly JudgementContainer<DrawableOsuJudgement> judgementLayer;
private readonly ConnectionRenderer<OsuHitObject> connectionLayer;
public static readonly Vector2 BASE_SIZE = new Vector2(512, 384);
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protected override GameplayCursorContainer CreateCursor() => new OsuCursorContainer();
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public OsuPlayfield()
{
InternalChildren = new Drawable[]
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{
connectionLayer = new FollowPointRenderer
{
RelativeSizeAxes = Axes.Both,
Depth = 2,
},
judgementLayer = new JudgementContainer<DrawableOsuJudgement>
{
RelativeSizeAxes = Axes.Both,
Depth = 1,
},
// Todo: This should not exist, but currently helps to reduce LOH allocations due to unbinding skin source events on judgement disposal
// Todo: Remove when hitobjects are properly pooled
new LocalSkinOverrideContainer(null)
{
RelativeSizeAxes = Axes.Both,
Child = HitObjectContainer,
},
approachCircles = new ApproachCircleProxyContainer
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{
RelativeSizeAxes = Axes.Both,
Depth = -1,
},
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};
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}
public override void Add(DrawableHitObject h)
{
h.OnNewResult += onNewResult;
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if (h is IDrawableHitObjectWithProxiedApproach c)
{
var original = c.ProxiedLayer;
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// Hitobjects only have lifetimes set on LoadComplete. For nested hitobjects (e.g. SliderHeads), this only happens when the parenting slider becomes visible.
// This delegation is required to make sure that the approach circles for those not-yet-loaded objects aren't added prematurely.
original.OnLoadComplete += addApproachCircleProxy;
}
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base.Add(h);
}
private void addApproachCircleProxy(Drawable d)
{
var proxy = d.CreateProxy();
proxy.LifetimeStart = d.LifetimeStart;
proxy.LifetimeEnd = d.LifetimeEnd;
approachCircles.Add(proxy);
}
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public override void PostProcess()
{
connectionLayer.HitObjects = HitObjectContainer.Objects.Select(d => d.HitObject).OfType<OsuHitObject>();
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}
private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)
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{
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if (!judgedObject.DisplayResult || !DisplayJudgements.Value)
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return;
DrawableOsuJudgement explosion = new DrawableOsuJudgement(result, judgedObject)
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{
Origin = Anchor.Centre,
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Position = ((OsuHitObject)judgedObject.HitObject).StackedEndPosition,
Scale = new Vector2(((OsuHitObject)judgedObject.HitObject).Scale * 1.65f)
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};
judgementLayer.Add(explosion);
}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => HitObjectContainer.ReceivePositionalInputAt(screenSpacePos);
private class ApproachCircleProxyContainer : LifetimeManagementContainer
{
public void Add(Drawable approachCircleProxy) => AddInternal(approachCircleProxy);
}
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}
}