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https://github.com/ppy/osu
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93 lines
5.3 KiB
C#
93 lines
5.3 KiB
C#
// 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;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Taiko.Beatmaps;
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using osu.Game.Rulesets.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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public partial class TaikoPlayfieldAdjustmentContainer : PlayfieldAdjustmentContainer
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{
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public const float MAXIMUM_ASPECT = 16f / 9f;
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public const float MINIMUM_ASPECT = 5f / 4f;
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private const float stable_gamefield_height = 480f;
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public readonly IBindable<bool> LockPlayfieldAspectRange = new BindableBool(true);
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public TaikoPlayfieldAdjustmentContainer()
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{
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RelativeSizeAxes = Axes.X;
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RelativePositionAxes = Axes.Y;
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Height = TaikoPlayfield.BASE_HEIGHT;
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// Matches stable, see https://github.com/peppy/osu-stable-reference/blob/7519cafd1823f1879c0d9c991ba0e5c7fd3bfa02/osu!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L514
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Y = 135f / stable_gamefield_height;
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}
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protected override void Update()
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{
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base.Update();
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const float base_relative_height = TaikoPlayfield.BASE_HEIGHT / 768;
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float relativeHeight = base_relative_height;
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// Players coming from stable expect to be able to change the aspect ratio regardless of the window size.
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// We originally wanted to limit this more, but there was considerable pushback from the community.
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//
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// As a middle-ground, the aspect ratio can still be adjusted in the downwards direction but has a maximum limit.
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// This is still a bit weird, because readability changes with window size, but it is what it is.
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if (LockPlayfieldAspectRange.Value)
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{
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float currentAspect = Parent!.ChildSize.X / Parent!.ChildSize.Y;
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if (currentAspect > MAXIMUM_ASPECT)
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relativeHeight *= currentAspect / MAXIMUM_ASPECT;
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else if (currentAspect < MINIMUM_ASPECT)
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relativeHeight *= currentAspect / MINIMUM_ASPECT;
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}
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// Limit the maximum relative height of the playfield to one-third of available area to avoid it masking out on extreme resolutions.
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relativeHeight = Math.Min(relativeHeight, 1f / 3f);
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Scale = new Vector2(Math.Max((Parent!.ChildSize.Y / 768f) * (relativeHeight / base_relative_height), 1f));
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Width = 1 / Scale.X;
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}
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public double ComputeTimeRange()
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{
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float currentAspect = Parent!.ChildSize.X / Parent!.ChildSize.Y;
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if (LockPlayfieldAspectRange.Value)
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currentAspect = Math.Clamp(currentAspect, MINIMUM_ASPECT, MAXIMUM_ASPECT);
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// in a game resolution of 1024x768, stable's scrolling system consists of objects being placed 600px (widthScaled - 40) away from their hit location.
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// however, the point at which the object renders at the end of the screen is exactly x=640, but stable makes the object start moving from beyond the screen instead of the boundary point.
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// therefore, in lazer we have to adjust the "in length" so that it's in a 640px->160px fashion before passing it down as a "time range".
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// see stable's "in length": https://github.com/peppy/osu-stable-reference/blob/013c3010a9d495e3471a9c59518de17006f9ad89/osu!/GameplayElements/HitObjectManagerTaiko.cs#L168
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const float stable_hit_location = 160f;
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float widthScaled = currentAspect * stable_gamefield_height;
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float inLength = widthScaled - stable_hit_location;
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// also in a game resolution of 1024x768, stable makes hit objects scroll from 760px->160px at a duration of 6000ms, divided by slider velocity (i.e. at a rate of 0.1px/ms)
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// compare: https://github.com/peppy/osu-stable-reference/blob/013c3010a9d495e3471a9c59518de17006f9ad89/osu!/GameplayElements/HitObjectManagerTaiko.cs#L218
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// note: the variable "sv", in the linked reference, is equivalent to MultiplierControlPoint.Multiplier * 100, but since time range is agnostic of velocity, we replace "sv" with 100 below.
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float inMsLength = inLength / 100 * 1000;
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// stable multiplies the slider velocity by 1.4x for certain reasons, divide the time range by that factor to achieve similar result.
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// for references on how the factor is applied to the time range, see:
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// 1. https://github.com/peppy/osu-stable-reference/blob/013c3010a9d495e3471a9c59518de17006f9ad89/osu!/GameplayElements/HitObjectManagerTaiko.cs#L79 (DifficultySliderMultiplier multiplied by 1.4x)
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// 2. https://github.com/peppy/osu-stable-reference/blob/013c3010a9d495e3471a9c59518de17006f9ad89/osu!/GameplayElements/HitObjectManager.cs#L468-L470 (DifficultySliderMultiplier used to calculate SliderScoringPointDistance)
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// 3. https://github.com/peppy/osu-stable-reference/blob/013c3010a9d495e3471a9c59518de17006f9ad89/osu!/GameplayElements/HitObjectManager.cs#L248-L250 (SliderScoringPointDistance used to calculate slider velocity, i.e. the "sv" variable from above)
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inMsLength /= TaikoBeatmapConverter.VELOCITY_MULTIPLIER;
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return inMsLength;
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}
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}
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}
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