mirror of
https://github.com/ppy/osu
synced 2024-12-12 18:07:52 +00:00
503 lines
18 KiB
C#
503 lines
18 KiB
C#
// 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.
|
|
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Rulesets.Judgements;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.Objects.Drawables;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Threading;
|
|
using JetBrains.Annotations;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics.Cursor;
|
|
using osu.Framework.Input;
|
|
using osu.Framework.Input.Events;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Graphics.Cursor;
|
|
using osu.Game.Input.Handlers;
|
|
using osu.Game.Overlays;
|
|
using osu.Game.Replays;
|
|
using osu.Game.Rulesets.Configuration;
|
|
using osu.Game.Rulesets.Scoring;
|
|
using osu.Game.Scoring;
|
|
using osu.Game.Screens.Play;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Rulesets.UI
|
|
{
|
|
/// <summary>
|
|
/// Displays an interactive ruleset gameplay instance.
|
|
/// </summary>
|
|
/// <typeparam name="TObject">The type of HitObject contained by this DrawableRuleset.</typeparam>
|
|
public abstract class DrawableRuleset<TObject> : DrawableRuleset, IProvideCursor, ICanAttachKeyCounter
|
|
where TObject : HitObject
|
|
{
|
|
public override event Action<JudgementResult> OnNewResult;
|
|
|
|
public override event Action<JudgementResult> OnRevertResult;
|
|
|
|
/// <summary>
|
|
/// The selected variant.
|
|
/// </summary>
|
|
public virtual int Variant => 0;
|
|
|
|
/// <summary>
|
|
/// The key conversion input manager for this DrawableRuleset.
|
|
/// </summary>
|
|
public PassThroughInputManager KeyBindingInputManager;
|
|
|
|
public override double GameplayStartTime => Objects.FirstOrDefault()?.StartTime - 2000 ?? 0;
|
|
|
|
private readonly Lazy<Playfield> playfield;
|
|
|
|
/// <summary>
|
|
/// The playfield.
|
|
/// </summary>
|
|
public override Playfield Playfield => playfield.Value;
|
|
|
|
public override Container Overlays { get; } = new Container { RelativeSizeAxes = Axes.Both };
|
|
|
|
public override Container FrameStableComponents { get; } = new Container { RelativeSizeAxes = Axes.Both };
|
|
|
|
public override GameplayClock FrameStableClock => frameStabilityContainer.GameplayClock;
|
|
|
|
private bool frameStablePlayback = true;
|
|
|
|
/// <summary>
|
|
/// Whether to enable frame-stable playback.
|
|
/// </summary>
|
|
internal bool FrameStablePlayback
|
|
{
|
|
get => frameStablePlayback;
|
|
set
|
|
{
|
|
frameStablePlayback = false;
|
|
if (frameStabilityContainer != null)
|
|
frameStabilityContainer.FrameStablePlayback = value;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The beatmap.
|
|
/// </summary>
|
|
public readonly Beatmap<TObject> Beatmap;
|
|
|
|
public override IEnumerable<HitObject> Objects => Beatmap.HitObjects;
|
|
|
|
protected IRulesetConfigManager Config { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The mods which are to be applied.
|
|
/// </summary>
|
|
[Cached(typeof(IReadOnlyList<Mod>))]
|
|
protected readonly IReadOnlyList<Mod> Mods;
|
|
|
|
private FrameStabilityContainer frameStabilityContainer;
|
|
|
|
private OnScreenDisplay onScreenDisplay;
|
|
|
|
private DrawableRulesetDependencies dependencies;
|
|
|
|
/// <summary>
|
|
/// Creates a ruleset visualisation for the provided ruleset and beatmap.
|
|
/// </summary>
|
|
/// <param name="ruleset">The ruleset being represented.</param>
|
|
/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
|
|
/// <param name="mods">The <see cref="Mod"/>s to apply.</param>
|
|
protected DrawableRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
|
|
: base(ruleset)
|
|
{
|
|
if (beatmap == null)
|
|
throw new ArgumentNullException(nameof(beatmap), "Beatmap cannot be null.");
|
|
|
|
if (!(beatmap is Beatmap<TObject> tBeatmap))
|
|
throw new ArgumentException($"{GetType()} expected the beatmap to contain hitobjects of type {typeof(TObject)}.", nameof(beatmap));
|
|
|
|
Beatmap = tBeatmap;
|
|
Mods = mods?.ToArray() ?? Array.Empty<Mod>();
|
|
|
|
RelativeSizeAxes = Axes.Both;
|
|
|
|
KeyBindingInputManager = CreateInputManager();
|
|
playfield = new Lazy<Playfield>(CreatePlayfield);
|
|
|
|
IsPaused.ValueChanged += paused =>
|
|
{
|
|
if (HasReplayLoaded.Value)
|
|
return;
|
|
|
|
KeyBindingInputManager.UseParentInput = !paused.NewValue;
|
|
};
|
|
}
|
|
|
|
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
|
|
{
|
|
dependencies = new DrawableRulesetDependencies(Ruleset, base.CreateChildDependencies(parent));
|
|
|
|
Config = dependencies.RulesetConfigManager;
|
|
|
|
onScreenDisplay = dependencies.Get<OnScreenDisplay>();
|
|
if (Config != null)
|
|
onScreenDisplay?.BeginTracking(this, Config);
|
|
|
|
return dependencies;
|
|
}
|
|
|
|
public virtual PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new PlayfieldAdjustmentContainer();
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(OsuConfigManager config, CancellationToken? cancellationToken)
|
|
{
|
|
InternalChildren = new Drawable[]
|
|
{
|
|
frameStabilityContainer = new FrameStabilityContainer(GameplayStartTime)
|
|
{
|
|
FrameStablePlayback = FrameStablePlayback,
|
|
Children = new Drawable[]
|
|
{
|
|
FrameStableComponents,
|
|
KeyBindingInputManager
|
|
.WithChild(CreatePlayfieldAdjustmentContainer()
|
|
.WithChild(Playfield)
|
|
),
|
|
Overlays,
|
|
}
|
|
},
|
|
};
|
|
|
|
if ((ResumeOverlay = CreateResumeOverlay()) != null)
|
|
{
|
|
AddInternal(CreateInputManager()
|
|
.WithChild(CreatePlayfieldAdjustmentContainer()
|
|
.WithChild(ResumeOverlay)));
|
|
}
|
|
|
|
applyRulesetMods(Mods, config);
|
|
|
|
loadObjects(cancellationToken);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates and adds drawable representations of hit objects to the play field.
|
|
/// </summary>
|
|
private void loadObjects(CancellationToken? cancellationToken)
|
|
{
|
|
foreach (TObject h in Beatmap.HitObjects)
|
|
{
|
|
cancellationToken?.ThrowIfCancellationRequested();
|
|
addHitObject(h);
|
|
}
|
|
|
|
cancellationToken?.ThrowIfCancellationRequested();
|
|
|
|
Playfield.PostProcess();
|
|
|
|
foreach (var mod in Mods.OfType<IApplicableToDrawableHitObjects>())
|
|
mod.ApplyToDrawableHitObjects(Playfield.AllHitObjects);
|
|
}
|
|
|
|
public override void RequestResume(Action continueResume)
|
|
{
|
|
if (ResumeOverlay != null && (Cursor == null || (Cursor.LastFrameState == Visibility.Visible && Contains(Cursor.ActiveCursor.ScreenSpaceDrawQuad.Centre))))
|
|
{
|
|
ResumeOverlay.GameplayCursor = Cursor;
|
|
ResumeOverlay.ResumeAction = continueResume;
|
|
ResumeOverlay.Show();
|
|
}
|
|
else
|
|
continueResume();
|
|
}
|
|
|
|
public override void CancelResume()
|
|
{
|
|
// called if the user pauses while the resume overlay is open
|
|
ResumeOverlay?.Hide();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates and adds the visual representation of a <typeparamref name="TObject"/> to this <see cref="DrawableRuleset{TObject}"/>.
|
|
/// </summary>
|
|
/// <param name="hitObject">The <typeparamref name="TObject"/> to add the visual representation for.</param>
|
|
private void addHitObject(TObject hitObject)
|
|
{
|
|
var drawableObject = CreateDrawableRepresentation(hitObject);
|
|
|
|
if (drawableObject == null)
|
|
return;
|
|
|
|
drawableObject.OnNewResult += (_, r) => OnNewResult?.Invoke(r);
|
|
drawableObject.OnRevertResult += (_, r) => OnRevertResult?.Invoke(r);
|
|
|
|
Playfield.Add(drawableObject);
|
|
}
|
|
|
|
public override void SetRecordTarget(Replay recordingReplay)
|
|
{
|
|
if (!(KeyBindingInputManager is IHasRecordingHandler recordingInputManager))
|
|
throw new InvalidOperationException($"A {nameof(KeyBindingInputManager)} which supports recording is not available");
|
|
|
|
var recorder = CreateReplayRecorder(recordingReplay);
|
|
|
|
if (recorder == null)
|
|
return;
|
|
|
|
recorder.ScreenSpaceToGamefield = Playfield.ScreenSpaceToGamefield;
|
|
|
|
recordingInputManager.Recorder = recorder;
|
|
}
|
|
|
|
public override void SetReplayScore(Score replayScore)
|
|
{
|
|
if (!(KeyBindingInputManager is IHasReplayHandler replayInputManager))
|
|
throw new InvalidOperationException($"A {nameof(KeyBindingInputManager)} which supports replay loading is not available");
|
|
|
|
var handler = (ReplayScore = replayScore) != null ? CreateReplayInputHandler(replayScore.Replay) : null;
|
|
|
|
replayInputManager.ReplayInputHandler = handler;
|
|
frameStabilityContainer.ReplayInputHandler = handler;
|
|
|
|
HasReplayLoaded.Value = replayInputManager.ReplayInputHandler != null;
|
|
|
|
if (replayInputManager.ReplayInputHandler != null)
|
|
replayInputManager.ReplayInputHandler.GamefieldToScreenSpace = Playfield.GamefieldToScreenSpace;
|
|
|
|
if (!ProvidingUserCursor)
|
|
{
|
|
// The cursor is hidden by default (see Playfield.load()), but should be shown when there's a replay
|
|
Playfield.Cursor?.Show();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a DrawableHitObject from a HitObject.
|
|
/// </summary>
|
|
/// <param name="h">The HitObject to make drawable.</param>
|
|
/// <returns>The DrawableHitObject.</returns>
|
|
public abstract DrawableHitObject<TObject> CreateDrawableRepresentation(TObject h);
|
|
|
|
public void Attach(KeyCounterDisplay keyCounter) =>
|
|
(KeyBindingInputManager as ICanAttachKeyCounter)?.Attach(keyCounter);
|
|
|
|
/// <summary>
|
|
/// 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>
|
|
protected abstract PassThroughInputManager CreateInputManager();
|
|
|
|
protected virtual ReplayInputHandler CreateReplayInputHandler(Replay replay) => null;
|
|
|
|
protected virtual ReplayRecorder CreateReplayRecorder(Replay replay) => null;
|
|
|
|
/// <summary>
|
|
/// Creates a Playfield.
|
|
/// </summary>
|
|
/// <returns>The Playfield.</returns>
|
|
protected abstract Playfield CreatePlayfield();
|
|
|
|
/// <summary>
|
|
/// Applies the active mods to this DrawableRuleset.
|
|
/// </summary>
|
|
/// <param name="mods">The <see cref="Mod"/>s to apply.</param>
|
|
/// <param name="config">The <see cref="OsuConfigManager"/> to apply.</param>
|
|
private void applyRulesetMods(IReadOnlyList<Mod> mods, OsuConfigManager config)
|
|
{
|
|
if (mods == null)
|
|
return;
|
|
|
|
foreach (var mod in mods.OfType<IApplicableToDrawableRuleset<TObject>>())
|
|
mod.ApplyToDrawableRuleset(this);
|
|
|
|
foreach (var mod in mods.OfType<IReadFromConfig>())
|
|
mod.ReadFromConfig(config);
|
|
}
|
|
|
|
#region IProvideCursor
|
|
|
|
protected override bool OnHover(HoverEvent e) => true; // required for IProvideCursor
|
|
|
|
// only show the cursor when within the playfield, by default.
|
|
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => Playfield.ReceivePositionalInputAt(screenSpacePos);
|
|
|
|
CursorContainer IProvideCursor.Cursor => Playfield.Cursor;
|
|
|
|
public override GameplayCursorContainer Cursor => Playfield.Cursor;
|
|
|
|
public bool ProvidingUserCursor => Playfield.Cursor != null && !HasReplayLoaded.Value;
|
|
|
|
#endregion
|
|
|
|
protected override void Dispose(bool isDisposing)
|
|
{
|
|
base.Dispose(isDisposing);
|
|
|
|
if (Config != null)
|
|
{
|
|
onScreenDisplay?.StopTracking(this, Config);
|
|
Config = null;
|
|
}
|
|
|
|
// Dispose the components created by this dependency container.
|
|
dependencies?.Dispose();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Displays an interactive ruleset gameplay instance.
|
|
/// <remarks>
|
|
/// This type is required only for adding non-generic type to the draw hierarchy.
|
|
/// Once IDrawable is a thing, this can also become an interface.
|
|
/// </remarks>
|
|
/// </summary>
|
|
public abstract class DrawableRuleset : CompositeDrawable
|
|
{
|
|
/// <summary>
|
|
/// Invoked when a <see cref="JudgementResult"/> has been applied by a <see cref="DrawableHitObject"/>.
|
|
/// </summary>
|
|
public abstract event Action<JudgementResult> OnNewResult;
|
|
|
|
/// <summary>
|
|
/// Invoked when a <see cref="JudgementResult"/> is being reverted by a <see cref="DrawableHitObject"/>.
|
|
/// </summary>
|
|
public abstract event Action<JudgementResult> OnRevertResult;
|
|
|
|
/// <summary>
|
|
/// Whether a replay is currently loaded.
|
|
/// </summary>
|
|
public readonly BindableBool HasReplayLoaded = new BindableBool();
|
|
|
|
/// <summary>
|
|
/// Whether the game is paused. Used to block user input.
|
|
/// </summary>
|
|
public readonly BindableBool IsPaused = new BindableBool();
|
|
|
|
/// <summary>
|
|
/// The playfield.
|
|
/// </summary>
|
|
public abstract Playfield Playfield { get; }
|
|
|
|
/// <summary>
|
|
/// Content to be placed above hitobjects. Will be affected by frame stability.
|
|
/// </summary>
|
|
public abstract Container Overlays { get; }
|
|
|
|
/// <summary>
|
|
/// Components to be run potentially multiple times in line with frame-stable gameplay.
|
|
/// </summary>
|
|
public abstract Container FrameStableComponents { get; }
|
|
|
|
/// <summary>
|
|
/// The frame-stable clock which is being used for playfield display.
|
|
/// </summary>
|
|
public abstract GameplayClock FrameStableClock { get; }
|
|
|
|
/// <summary>~
|
|
/// The associated ruleset.
|
|
/// </summary>
|
|
public readonly Ruleset Ruleset;
|
|
|
|
/// <summary>
|
|
/// Creates a ruleset visualisation for the provided ruleset.
|
|
/// </summary>
|
|
/// <param name="ruleset">The ruleset.</param>
|
|
internal DrawableRuleset(Ruleset ruleset)
|
|
{
|
|
Ruleset = ruleset;
|
|
}
|
|
|
|
/// <summary>
|
|
/// All the converted hit objects contained by this hit renderer.
|
|
/// </summary>
|
|
public abstract IEnumerable<HitObject> Objects { get; }
|
|
|
|
/// <summary>
|
|
/// The point in time at which gameplay starts, including any required lead-in for display purposes.
|
|
/// Defaults to two seconds before the first <see cref="HitObject"/>. Override as necessary.
|
|
/// </summary>
|
|
public abstract double GameplayStartTime { get; }
|
|
|
|
/// <summary>
|
|
/// The currently loaded replay. Usually null in the case of a local player.
|
|
/// </summary>
|
|
public Score ReplayScore { get; protected set; }
|
|
|
|
/// <summary>
|
|
/// The cursor being displayed by the <see cref="Playfield"/>. May be null if no cursor is provided.
|
|
/// </summary>
|
|
public abstract GameplayCursorContainer Cursor { get; }
|
|
|
|
/// <summary>
|
|
/// An optional overlay used when resuming gameplay from a paused state.
|
|
/// </summary>
|
|
public ResumeOverlay ResumeOverlay { get; protected set; }
|
|
|
|
/// <summary>
|
|
/// Returns first available <see cref="HitWindows"/> provided by a <see cref="HitObject"/>.
|
|
/// </summary>
|
|
[CanBeNull]
|
|
public HitWindows FirstAvailableHitWindows
|
|
{
|
|
get
|
|
{
|
|
foreach (var h in Objects)
|
|
{
|
|
if (h.HitWindows.WindowFor(HitResult.Miss) > 0)
|
|
return h.HitWindows;
|
|
|
|
foreach (var n in h.NestedHitObjects)
|
|
{
|
|
if (h.HitWindows.WindowFor(HitResult.Miss) > 0)
|
|
return n.HitWindows;
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
}
|
|
|
|
protected virtual ResumeOverlay CreateResumeOverlay() => null;
|
|
|
|
/// <summary>
|
|
/// Whether to display gameplay overlays, such as <see cref="HUDOverlay"/> and <see cref="BreakOverlay"/>.
|
|
/// </summary>
|
|
public virtual bool AllowGameplayOverlays => true;
|
|
|
|
/// <summary>
|
|
/// Sets a replay to be used, overriding local input.
|
|
/// </summary>
|
|
/// <param name="replayScore">The replay, null for local input.</param>
|
|
public abstract void SetReplayScore(Score replayScore);
|
|
|
|
/// <summary>
|
|
/// Sets a replay to be used to record gameplay.
|
|
/// </summary>
|
|
/// <param name="recordingReplay">The target to be recorded to.</param>
|
|
public abstract void SetRecordTarget(Replay recordingReplay);
|
|
|
|
/// <summary>
|
|
/// Invoked when the interactive user requests resuming from a paused state.
|
|
/// Allows potentially delaying the resume process until an interaction is performed.
|
|
/// </summary>
|
|
/// <param name="continueResume">The action to run when resuming is to be completed.</param>
|
|
public abstract void RequestResume(Action continueResume);
|
|
|
|
/// <summary>
|
|
/// Invoked when the user requests to pause while the resume overlay is active.
|
|
/// </summary>
|
|
public abstract void CancelResume();
|
|
}
|
|
|
|
public class BeatmapInvalidForRulesetException : ArgumentException
|
|
{
|
|
public BeatmapInvalidForRulesetException(string text)
|
|
: base(text)
|
|
{
|
|
}
|
|
}
|
|
}
|