osu/osu.Game/Screens/Play/Player.cs

145 lines
4.5 KiB
C#

//Copyright (c) 2007-2016 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.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Framework.Platform;
using osu.Framework.Timing;
using osu.Game.Database;
using osu.Game.Modes;
using osu.Game.Modes.Objects;
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Screens.Backgrounds;
using OpenTK.Input;
using MouseState = osu.Framework.Input.MouseState;
namespace osu.Game.Screens.Play
{
public class Player : OsuGameMode
{
public bool Autoplay;
protected override BackgroundMode CreateBackground() => new BackgroundModeCustom(@"Backgrounds/bg4");
internal override bool ShowOverlays => false;
public BeatmapInfo BeatmapInfo;
public PlayMode PreferredPlayMode;
protected override IFrameBasedClock Clock => playerClock;
private InterpolatingFramedClock playerClock;
private IAdjustableClock sourceClock;
private Ruleset ruleset;
[BackgroundDependencyLoader]
private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuGameBase game)
{
try
{
if (Beatmap == null)
Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo);
}
catch
{
//couldn't load, hard abort!
Exit();
return;
}
AudioTrack track = Beatmap.Track;
if (track != null)
{
audio.Track.SetExclusive(track);
sourceClock = track;
}
sourceClock = (IAdjustableClock)track ?? new StopwatchClock();
playerClock = new InterpolatingFramedClock(sourceClock);
Schedule(() =>
{
sourceClock.Reset();
sourceClock.Start();
});
var beatmap = Beatmap.Beatmap;
if (beatmap.BeatmapInfo?.Mode > PlayMode.Osu)
{
//we only support osu! mode for now because the hitobject parsing is crappy and needs a refactor.
Exit();
return;
}
PlayMode usablePlayMode = beatmap.BeatmapInfo?.Mode > PlayMode.Osu ? beatmap.BeatmapInfo.Mode : PreferredPlayMode;
ruleset = Ruleset.GetRuleset(usablePlayMode);
var scoreOverlay = ruleset.CreateScoreOverlay();
var hitRenderer = ruleset.CreateHitRendererWith(beatmap.HitObjects);
hitRenderer.OnHit += delegate (HitObject h) { scoreOverlay.OnHit(h); };
hitRenderer.OnMiss += delegate (HitObject h) { scoreOverlay.OnMiss(h); };
if (Autoplay)
hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.State = ArmedState.Armed));
Children = new Drawable[]
{
new PlayerInputManager(game.Host)
{
PassThrough = false,
Children = new Drawable[]
{
hitRenderer,
}
},
scoreOverlay,
};
}
protected override void Update()
{
base.Update();
playerClock.ProcessFrame();
}
class PlayerInputManager : UserInputManager
{
public PlayerInputManager(BasicGameHost host)
: base(host)
{
}
protected override void UpdateMouseState(InputState state)
{
base.UpdateMouseState(state);
MouseState mouse = (MouseState)state.Mouse;
foreach (Key k in state.Keyboard.Keys)
{
switch (k)
{
case Key.Z:
mouse.ButtonStates.Find(s => s.Button == MouseButton.Left).State = true;
break;
case Key.X:
mouse.ButtonStates.Find(s => s.Button == MouseButton.Right).State = true;
break;
}
}
}
}
}
}