mirror of https://github.com/ppy/osu
116 lines
4.3 KiB
C#
116 lines
4.3 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.Collections.Generic;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Checks.Components;
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using osu.Game.Rulesets.Osu.Objects;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Edit.Checks
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{
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public class CheckOffscreenObjects : ICheck
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{
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// A close approximation for the bounding box of the screen in gameplay on 4:3 aspect ratio.
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// Uses gameplay space coordinates (512 x 384 playfield / 640 x 480 screen area).
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// See https://github.com/ppy/osu/pull/12361#discussion_r612199777 for reference.
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private const int min_x = -67;
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private const int min_y = -60;
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private const int max_x = 579;
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private const int max_y = 428;
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// The amount of milliseconds to step through a slider path at a time
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// (higher = more performant, but higher false-negative chance).
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private const int path_step_size = 5;
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public CheckMetadata Metadata { get; } = new CheckMetadata(CheckCategory.Compose, "Offscreen hitobjects");
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public IEnumerable<IssueTemplate> PossibleTemplates => new IssueTemplate[]
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{
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new IssueTemplateOffscreenCircle(this),
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new IssueTemplateOffscreenSlider(this)
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};
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public IEnumerable<Issue> Run(BeatmapVerifierContext context)
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{
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foreach (var hitobject in context.Beatmap.HitObjects)
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{
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switch (hitobject)
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{
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case Slider slider:
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{
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foreach (var issue in sliderIssues(slider))
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yield return issue;
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break;
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}
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case HitCircle circle:
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{
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if (isOffscreen(circle.StackedPosition, circle.Radius))
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yield return new IssueTemplateOffscreenCircle(this).Create(circle);
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break;
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}
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}
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}
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}
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/// <summary>
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/// Steps through points on the slider to ensure the entire path is on-screen.
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/// Returns at most one issue.
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/// </summary>
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/// <param name="slider">The slider whose path to check.</param>
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/// <returns></returns>
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private IEnumerable<Issue> sliderIssues(Slider slider)
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{
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for (int i = 0; i < slider.Distance; i += path_step_size)
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{
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double progress = i / slider.Distance;
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Vector2 position = slider.StackedPositionAt(progress);
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if (!isOffscreen(position, slider.Radius))
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continue;
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// `SpanDuration` ensures we don't include reverses.
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double time = slider.StartTime + progress * slider.SpanDuration;
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yield return new IssueTemplateOffscreenSlider(this).Create(slider, time);
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yield break;
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}
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// Above loop may skip the last position in the slider due to step size.
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if (!isOffscreen(slider.StackedEndPosition, slider.Radius))
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yield break;
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yield return new IssueTemplateOffscreenSlider(this).Create(slider, slider.EndTime);
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}
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private bool isOffscreen(Vector2 position, double radius)
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{
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return position.X - radius < min_x || position.X + radius > max_x ||
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position.Y - radius < min_y || position.Y + radius > max_y;
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}
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public class IssueTemplateOffscreenCircle : IssueTemplate
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{
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public IssueTemplateOffscreenCircle(ICheck check)
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: base(check, IssueType.Problem, "This circle goes offscreen on a 4:3 aspect ratio.")
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{
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}
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public Issue Create(HitCircle circle) => new Issue(circle, this);
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}
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public class IssueTemplateOffscreenSlider : IssueTemplate
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{
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public IssueTemplateOffscreenSlider(ICheck check)
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: base(check, IssueType.Problem, "This slider goes offscreen here on a 4:3 aspect ratio.")
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{
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}
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public Issue Create(Slider slider, double offscreenTime) => new Issue(slider, this) { Time = offscreenTime };
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}
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}
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}
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