osu/osu.Game.Rulesets.Mania/UI/ManiaRulesetContainer.cs

126 lines
4.9 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Framework.MathUtils;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Input.Handlers;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Configuration;
using osu.Game.Rulesets.Mania.Mods;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Objects.Drawables;
using osu.Game.Rulesets.Mania.Replays;
using osu.Game.Rulesets.Mania.Scoring;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Replays;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.UI.Scrolling;
using OpenTK;
namespace osu.Game.Rulesets.Mania.UI
{
public class ManiaRulesetContainer : ScrollingRulesetContainer<ManiaPlayfield, ManiaHitObject>
{
public new ManiaBeatmap Beatmap => (ManiaBeatmap)base.Beatmap;
public IEnumerable<BarLine> BarLines;
private readonly Bindable<ManiaScrollingDirection> configDirection = new Bindable<ManiaScrollingDirection>();
private ScrollingInfo scrollingInfo;
public ManiaRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
// Generate the bar lines
double lastObjectTime = (Objects.LastOrDefault() as IHasEndTime)?.EndTime ?? Objects.LastOrDefault()?.StartTime ?? double.MaxValue;
var timingPoints = Beatmap.ControlPointInfo.TimingPoints;
var barLines = new List<BarLine>();
for (int i = 0; i < timingPoints.Count; i++)
{
TimingControlPoint point = timingPoints[i];
// Stop on the beat before the next timing point, or if there is no next timing point stop slightly past the last object
double endTime = i < timingPoints.Count - 1 ? timingPoints[i + 1].Time - point.BeatLength : lastObjectTime + point.BeatLength * (int)point.TimeSignature;
int index = 0;
for (double t = timingPoints[i].Time; Precision.DefinitelyBigger(endTime, t); t += point.BeatLength, index++)
{
barLines.Add(new BarLine
{
StartTime = t,
ControlPoint = point,
BeatIndex = index
});
}
}
BarLines = barLines;
}
[BackgroundDependencyLoader]
private void load()
{
BarLines.ForEach(Playfield.Add);
((ManiaConfigManager)Config).BindWith(ManiaSetting.ScrollDirection, configDirection);
configDirection.BindValueChanged(d => scrollingInfo.Direction.Value = (ScrollingDirection)d, true);
}
private DependencyContainer dependencies;
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
{
dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
dependencies.CacheAs<IScrollingInfo>(scrollingInfo = new ScrollingInfo());
return dependencies;
}
protected sealed override Playfield CreatePlayfield() => new ManiaPlayfield(Beatmap.Stages)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
};
public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor(this);
public override int Variant => (int)(Mods.OfType<IPlayfieldTypeMod>().FirstOrDefault()?.PlayfieldType ?? PlayfieldType.Single) + Beatmap.TotalColumns;
public override PassThroughInputManager CreateInputManager() => new ManiaInputManager(Ruleset.RulesetInfo, Variant);
protected override DrawableHitObject<ManiaHitObject> GetVisualRepresentation(ManiaHitObject h)
{
switch (h)
{
case HoldNote holdNote:
return new DrawableHoldNote(holdNote);
case Note note:
return new DrawableNote(note);
default:
return null;
}
}
protected override Vector2 PlayfieldArea => new Vector2(1, 0.8f);
protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new ManiaFramedReplayInputHandler(replay);
private class ScrollingInfo : IScrollingInfo
{
public readonly Bindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
IBindable<ScrollingDirection> IScrollingInfo.Direction => Direction;
}
}
}