Beispiel #1
0
        public virtual void BindHitRenderer(HitRenderer hitRenderer)
        {
            hitRenderer.InputManager.Add(KeyCounter.GetReceptor());

            // in the case a replay isn't loaded, we want some elements to only appear briefly.
            if (!hitRenderer.HasReplayLoaded)
            {
                using (ModDisplay.BeginDelayedSequence(2000))
                    ModDisplay.FadeOut(200);
            }
        }
Beispiel #2
0
        public virtual void BindHitRenderer(HitRenderer hitRenderer)
        {
            hitRenderer.InputManager.Add(KeyCounter.GetReceptor());

            replayLoaded = hitRenderer.HasReplayLoaded;

            // in the case a replay isn't loaded, we want some elements to only appear briefly.
            if (!replayLoaded)
            {
                ModDisplay.Delay(2000).FadeOut(200);
            }
        }
Beispiel #3
0
        private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuConfigManager config)
        {
            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;
            }

            dimLevel           = config.GetBindable <int>(OsuConfig.DimLevel);
            mouseWheelDisabled = config.GetBindable <bool>(OsuConfig.MouseDisableWheel);

            try
            {
                if (Beatmap == null)
                {
                    Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo, withStoryboard: true);
                }

                if ((Beatmap?.Beatmap?.HitObjects.Count ?? 0) == 0)
                {
                    throw new Exception("No valid objects were found!");
                }

                if (Beatmap == null)
                {
                    throw new Exception("Beatmap was not loaded");
                }
            }
            catch (Exception e)
            {
                Logger.Log($"Could not load this beatmap sucessfully ({e})!", LoggingTarget.Runtime, LogLevel.Error);

                //couldn't load, hard abort!
                Exit();
                return;
            }

            Track track = Beatmap.Track;

            if (track != null)
            {
                audio.Track.SetExclusive(track);
                sourceClock = track;
            }

            sourceClock             = (IAdjustableClock)track ?? new StopwatchClock();
            interpolatedSourceClock = new InterpolatingFramedClock(sourceClock);

            Schedule(() =>
            {
                sourceClock.Reset();
            });

            ruleset = Ruleset.GetRuleset(Beatmap.PlayMode);

            hudOverlay = new StandardHudOverlay();
            hudOverlay.KeyCounter.Add(ruleset.CreateGameplayKeys());
            hudOverlay.BindProcessor(scoreProcessor = ruleset.CreateScoreProcessor(beatmap.HitObjects.Count));

            pauseOverlay = new PauseOverlay
            {
                Depth    = -1,
                OnResume = delegate
                {
                    Delay(400);
                    Schedule(Resume);
                },
                OnRetry = Restart,
                OnQuit  = Exit
            };

            hitRenderer = ruleset.CreateHitRendererWith(Beatmap);

            if (ReplayInputHandler != null)
            {
                hitRenderer.InputManager.ReplayInputHandler = ReplayInputHandler;
            }

            hudOverlay.BindHitRenderer(hitRenderer);

            //bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
            hitRenderer.OnJudgement += scoreProcessor.AddJudgement;
            hitRenderer.OnAllJudged += onPass;

            //bind ScoreProcessor to ourselves (for a fail situation)
            scoreProcessor.Failed += onFail;

            Children = new Drawable[]
            {
                new Container
                {
                    RelativeSizeAxes = Axes.Both,
                    Clock            = interpolatedSourceClock,
                    Children         = new Drawable[]
                    {
                        hitRenderer,
                        skipButton = new SkipButton
                        {
                            Alpha = 0
                        },
                    }
                },
                hudOverlay,
                pauseOverlay
            };
        }
Beispiel #4
0
 public OsuScoreProcessor(HitRenderer <OsuHitObject, OsuJudgement> hitRenderer)
     : base(hitRenderer)
 {
 }
Beispiel #5
0
        private void load(AudioManager audio, OsuConfigManager config, OsuGame osu)
        {
            dimLevel           = config.GetBindable <double>(OsuSetting.DimLevel);
            mouseWheelDisabled = config.GetBindable <bool>(OsuSetting.MouseDisableWheel);

            sampleRestart = audio.Sample.Get(@"Gameplay/restart");

            Ruleset rulesetInstance;

            try
            {
                if (Beatmap.Value.Beatmap == null)
                {
                    throw new InvalidOperationException("Beatmap was not loaded");
                }

                ruleset         = osu?.Ruleset.Value ?? Beatmap.Value.BeatmapInfo.Ruleset;
                rulesetInstance = ruleset.CreateInstance();

                try
                {
                    HitRenderer = rulesetInstance.CreateHitRendererWith(Beatmap, ruleset.ID == Beatmap.Value.BeatmapInfo.Ruleset.ID);
                }
                catch (BeatmapInvalidForRulesetException)
                {
                    // we may fail to create a HitRenderer if the beatmap cannot be loaded with the user's preferred ruleset
                    // let's try again forcing the beatmap's ruleset.
                    ruleset         = Beatmap.Value.BeatmapInfo.Ruleset;
                    rulesetInstance = ruleset.CreateInstance();
                    HitRenderer     = rulesetInstance.CreateHitRendererWith(Beatmap, true);
                }

                if (!HitRenderer.Objects.Any())
                {
                    throw new InvalidOperationException("Beatmap contains no hit objects!");
                }
            }
            catch (Exception e)
            {
                Logger.Log($"Could not load this beatmap sucessfully ({e})!", LoggingTarget.Runtime, LogLevel.Error);

                //couldn't load, hard abort!
                Exit();
                return;
            }

            Track track = Beatmap.Value.Track;

            if (track != null)
            {
                adjustableSourceClock = track;
            }

            adjustableSourceClock = (IAdjustableClock)track ?? new StopwatchClock();

            decoupledClock = new DecoupleableInterpolatingFramedClock {
                IsCoupled = false
            };

            var firstObjectTime = HitRenderer.Objects.First().StartTime;

            decoupledClock.Seek(Math.Min(0, firstObjectTime - Math.Max(Beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(firstObjectTime).BeatLength * 4, Beatmap.Value.BeatmapInfo.AudioLeadIn)));
            decoupledClock.ProcessFrame();

            offsetClock = new FramedOffsetClock(decoupledClock);

            userAudioOffset = config.GetBindable <double>(OsuSetting.AudioOffset);
            userAudioOffset.ValueChanged += v => offsetClock.Offset = v;
            userAudioOffset.TriggerChange();

            Schedule(() =>
            {
                adjustableSourceClock.Reset();

                foreach (var mod in Beatmap.Value.Mods.Value.OfType <IApplicableToClock>())
                {
                    mod.ApplyToClock(adjustableSourceClock);
                }

                decoupledClock.ChangeSource(adjustableSourceClock);
            });

            Children = new Drawable[]
            {
                pauseContainer = new PauseContainer
                {
                    AudioClock    = decoupledClock,
                    FramedClock   = offsetClock,
                    OnRetry       = Restart,
                    OnQuit        = Exit,
                    CheckCanPause = () => ValidForResume && !HasFailed && !HitRenderer.HasReplayLoaded,
                    Retries       = RestartCount,
                    OnPause       = () => {
                        hudOverlay.KeyCounter.IsCounting = pauseContainer.IsPaused;
                    },
                    OnResume = () => {
                        hudOverlay.KeyCounter.IsCounting = true;
                    },
                    Children = new Drawable[]
                    {
                        new SkipButton(firstObjectTime)
                        {
                            AudioClock = decoupledClock
                        },
                        new Container
                        {
                            RelativeSizeAxes = Axes.Both,
                            Clock            = offsetClock,
                            Children         = new Drawable[]
                            {
                                HitRenderer,
                            }
                        },
                        hudOverlay = new HUDOverlay
                        {
                            Anchor = Anchor.Centre,
                            Origin = Anchor.Centre
                        },
                    }
                },
                failOverlay = new FailOverlay
                {
                    OnRetry = Restart,
                    OnQuit  = Exit,
                },
                new HotkeyRetryOverlay
                {
                    Action = () => {
                        //we want to hide the hitrenderer immediately (looks better).
                        //we may be able to remove this once the mouse cursor trail is improved.
                        HitRenderer?.Hide();
                        Restart();
                    },
                }
            };

            scoreProcessor = HitRenderer.CreateScoreProcessor();

            hudOverlay.KeyCounter.AddRange(rulesetInstance.CreateGameplayKeys());
            hudOverlay.BindProcessor(scoreProcessor);
            hudOverlay.BindHitRenderer(HitRenderer);

            hudOverlay.Progress.Objects      = HitRenderer.Objects;
            hudOverlay.Progress.AudioClock   = decoupledClock;
            hudOverlay.Progress.AllowSeeking = HitRenderer.HasReplayLoaded;
            hudOverlay.Progress.OnSeek       = pos => decoupledClock.Seek(pos);

            hudOverlay.ModDisplay.Current.BindTo(Beatmap.Value.Mods);

            //bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
            HitRenderer.OnAllJudged += onCompletion;

            //bind ScoreProcessor to ourselves (for a fail situation)
            scoreProcessor.Failed += onFail;
        }
Beispiel #6
0
 protected override void LoadComplete()
 {
     base.LoadComplete();
     HitRenderer.SetReplay(Replay);
 }
Beispiel #7
0
 public CatchScoreProcessor(HitRenderer <CatchBaseHit, CatchJudgementInfo> hitRenderer)
     : base(hitRenderer)
 {
 }
Beispiel #8
0
 public ManiaScoreProcessor(HitRenderer <ManiaHitObject, ManiaJudgement> hitRenderer)
     : base(hitRenderer)
 {
 }
Beispiel #9
0
 public RpScoreProcessor(HitRenderer <BaseRpObject, RpJudgement> hitRenderer)
     : base(hitRenderer)
 {
 }
Beispiel #10
0
 public TaikoScoreProcessor(HitRenderer <TaikoBaseHit, TaikoJudgementInfo> hitRenderer)
     : base(hitRenderer)
 {
 }
Beispiel #11
0
        private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuConfigManager config, OsuGame osu)
        {
            dimLevel           = config.GetBindable <int>(OsuConfig.DimLevel);
            mouseWheelDisabled = config.GetBindable <bool>(OsuConfig.MouseDisableWheel);

            Ruleset rulesetInstance;

            try
            {
                if (Beatmap == null)
                {
                    Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo, withStoryboard: true);
                }

                if ((Beatmap?.Beatmap?.HitObjects.Count ?? 0) == 0)
                {
                    throw new Exception("No valid objects were found!");
                }

                if (Beatmap == null)
                {
                    throw new Exception("Beatmap was not loaded");
                }

                ruleset         = osu?.Ruleset.Value ?? Beatmap.BeatmapInfo.Ruleset;
                rulesetInstance = ruleset.CreateInstance();

                try
                {
                    HitRenderer = rulesetInstance.CreateHitRendererWith(Beatmap);
                }
                catch (BeatmapInvalidForRulesetException)
                {
                    // we may fail to create a HitRenderer if the beatmap cannot be loaded with the user's preferred ruleset
                    // let's try again forcing the beatmap's ruleset.
                    ruleset         = Beatmap.BeatmapInfo.Ruleset;
                    rulesetInstance = ruleset.CreateInstance();
                    HitRenderer     = rulesetInstance.CreateHitRendererWith(Beatmap);
                }
            }
            catch (Exception e)
            {
                Logger.Log($"Could not load this beatmap sucessfully ({e})!", LoggingTarget.Runtime, LogLevel.Error);

                //couldn't load, hard abort!
                Exit();
                return;
            }

            Track track = Beatmap.Track;

            if (track != null)
            {
                audio.Track.SetExclusive(track);
                sourceClock = track;
            }

            sourceClock = (IAdjustableClock)track ?? new StopwatchClock();
            offsetClock = new OffsetClock(sourceClock);

            userAudioOffset = config.GetBindable <double>(OsuConfig.AudioOffset);
            userAudioOffset.ValueChanged += v => offsetClock.Offset = v;
            userAudioOffset.TriggerChange();

            interpolatedSourceClock = new InterpolatingFramedClock(offsetClock);

            Schedule(() =>
            {
                sourceClock.Reset();
                foreach (var mod in Beatmap.Mods.Value.OfType <IApplicableToClock>())
                {
                    mod.ApplyToClock(sourceClock);
                }
            });

            scoreProcessor = HitRenderer.CreateScoreProcessor();

            hudOverlay = new StandardHudOverlay()
            {
                Anchor = Anchor.Centre,
                Origin = Anchor.Centre
            };

            hudOverlay.KeyCounter.Add(rulesetInstance.CreateGameplayKeys());
            hudOverlay.BindProcessor(scoreProcessor);
            hudOverlay.BindHitRenderer(HitRenderer);

            hudOverlay.Progress.Objects    = HitRenderer.Objects;
            hudOverlay.Progress.AudioClock = interpolatedSourceClock;

            //bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
            HitRenderer.OnAllJudged += onCompletion;

            //bind ScoreProcessor to ourselves (for a fail situation)
            scoreProcessor.Failed += onFail;

            Children = new Drawable[]
            {
                new Container
                {
                    RelativeSizeAxes = Axes.Both,
                    Clock            = interpolatedSourceClock,
                    Children         = new Drawable[]
                    {
                        HitRenderer,
                        skipButton = new SkipButton
                        {
                            Alpha = 0
                        },
                    }
                },
                hudOverlay,
                pauseOverlay = new PauseOverlay
                {
                    OnResume = delegate
                    {
                        Delay(400);
                        Schedule(Resume);
                    },
                    OnRetry = Restart,
                    OnQuit  = Exit,
                },
                failOverlay = new FailOverlay
                {
                    OnRetry = Restart,
                    OnQuit  = Exit,
                },
                new HotkeyRetryOverlay
                {
                    Action = () => {
                        //we want to hide the hitrenderer immediately (looks better).
                        //we may be able to remove this once the mouse cursor trail is improved.
                        HitRenderer?.Hide();
                        Restart();
                    },
                }
            };
        }
Beispiel #12
0
        private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuConfigManager config)
        {
            if (Beatmap.Beatmap.BeatmapInfo?.Mode > PlayMode.Taiko)
            {
                //we only support osu! mode for now because the hitobject parsing is crappy and needs a refactor.
                Exit();
                return;
            }

            dimLevel           = config.GetBindable <int>(OsuConfig.DimLevel);
            mouseWheelDisabled = config.GetBindable <bool>(OsuConfig.MouseDisableWheel);

            try
            {
                if (Beatmap == null)
                {
                    Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo, withStoryboard: true);
                }

                if ((Beatmap?.Beatmap?.HitObjects.Count ?? 0) == 0)
                {
                    throw new Exception("No valid objects were found!");
                }

                if (Beatmap == null)
                {
                    throw new Exception("Beatmap was not loaded");
                }
            }
            catch (Exception e)
            {
                Logger.Log($"Could not load this beatmap sucessfully ({e})!", LoggingTarget.Runtime, LogLevel.Error);

                //couldn't load, hard abort!
                Exit();
                return;
            }

            Track track = Beatmap.Track;

            if (track != null)
            {
                audio.Track.SetExclusive(track);
                sourceClock = track;
            }

            sourceClock             = (IAdjustableClock)track ?? new StopwatchClock();
            interpolatedSourceClock = new InterpolatingFramedClock(sourceClock);

            Schedule(() =>
            {
                sourceClock.Reset();
            });

            ruleset     = Ruleset.GetRuleset(Beatmap.PlayMode);
            HitRenderer = ruleset.CreateHitRendererWith(Beatmap);

            scoreProcessor = HitRenderer.CreateScoreProcessor();

            hudOverlay = new StandardHudOverlay()
            {
                Anchor = Anchor.Centre,
                Origin = Anchor.Centre
            };

            hudOverlay.KeyCounter.Add(ruleset.CreateGameplayKeys());
            hudOverlay.BindProcessor(scoreProcessor);
            hudOverlay.BindHitRenderer(HitRenderer);

            hudOverlay.Progress.Objects    = HitRenderer.Objects;
            hudOverlay.Progress.AudioClock = interpolatedSourceClock;

            //bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
            HitRenderer.OnAllJudged += onCompletion;

            //bind ScoreProcessor to ourselves (for a fail situation)
            scoreProcessor.Failed += onFail;

            Children = new Drawable[]
            {
                new Container
                {
                    RelativeSizeAxes = Axes.Both,
                    Clock            = interpolatedSourceClock,
                    Children         = new Drawable[]
                    {
                        HitRenderer,
                        skipButton = new SkipButton
                        {
                            Alpha = 0
                        },
                    }
                },
                hudOverlay,
                pauseOverlay = new PauseOverlay
                {
                    OnResume = delegate
                    {
                        Delay(400);
                        Schedule(Resume);
                    },
                    OnRetry = Restart,
                    OnQuit  = Exit,
                },
                failOverlay = new FailOverlay
                {
                    OnRetry = Restart,
                    OnQuit  = Exit,
                },
                new HotkeyRetryOverlay
                {
                    Action = () => {
                        //we want to hide the hitrenderer immediately (looks better).
                        //we may be able to remove this once the mouse cursor trail is improved.
                        HitRenderer?.Hide();
                        Restart();
                    },
                }
            };
        }
Beispiel #13
0
 public ManiaScoreProcessor(HitRenderer <ManiaBaseHit, ManiaJudgementInfo> hitRenderer)
     : base(hitRenderer)
 {
 }
Beispiel #14
0
        private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuGameBase game, OsuConfigManager config)
        {
            dimLevel = config.GetBindable <int>(OsuConfig.DimLevel);
            try
            {
                if (Beatmap == null)
                {
                    Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo, withStoryboard: true);
                }

                if ((Beatmap?.Beatmap?.HitObjects.Count ?? 0) == 0)
                {
                    throw new Exception("No valid objects were found!");
                }
            }
            catch (Exception e)
            {
                Logger.Log($"Could not load this beatmap sucessfully ({e})!", LoggingTarget.Runtime, LogLevel.Error);

                //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();

            Schedule(() =>
            {
                sourceClock.Reset();
            });

            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);

            scoreOverlay = ruleset.CreateScoreOverlay();
            scoreOverlay.BindProcessor(scoreProcessor = ruleset.CreateScoreProcessor(beatmap.HitObjects.Count));

            pauseOverlay = new PauseOverlay
            {
                Depth    = -1,
                OnResume = delegate
                {
                    Delay(400);
                    Schedule(Resume);
                },
                OnRetry = Restart,
                OnQuit  = Exit
            };

            hitRenderer = ruleset.CreateHitRendererWith(beatmap);

            //bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
            hitRenderer.OnJudgement += scoreProcessor.AddJudgement;
            hitRenderer.OnAllJudged += onPass;

            //bind ScoreProcessor to ourselves (for a fail situation)
            scoreProcessor.Failed += onFail;

            if (Autoplay)
            {
                hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.State = ArmedState.Hit));
            }

            Children = new Drawable[]
            {
                playerInputManager = new PlayerInputManager(game.Host)
                {
                    Clock       = new InterpolatingFramedClock(sourceClock),
                    PassThrough = false,
                    Children    = new Drawable[]
                    {
                        hitRenderer,
                        skipButton = new SkipButton {
                            Alpha = 0
                        },
                    }
                },
                scoreOverlay,
                pauseOverlay
            };
        }
Beispiel #15
0
 public TaikoScoreProcessor(HitRenderer <TaikoHitObject, TaikoJudgement> hitRenderer)
     : base(hitRenderer)
 {
 }
Beispiel #16
0
 public void ApplyToHitRenderer(HitRenderer <T> hitRenderer)
 {
     hitRenderer.SetReplay(CreateReplayScore(hitRenderer.Beatmap)?.Replay);
 }
Beispiel #17
0
        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();
            Clock       = 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();

            scoreOverlay.BindProcessor(scoreProcessor = ruleset.CreateScoreProcessor());

            hitRenderer = ruleset.CreateHitRendererWith(beatmap.HitObjects);

            hitRenderer.OnJudgement += scoreProcessor.AddJudgement;
            hitRenderer.OnAllJudged += hitRenderer_OnAllJudged;

            if (Autoplay)
            {
                hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.State = ArmedState.Hit));
            }

            Children = new Drawable[]
            {
                new PlayerInputManager(game.Host)
                {
                    PassThrough = false,
                    Children    = new Drawable[]
                    {
                        hitRenderer,
                    }
                },
                scoreOverlay,
            };
        }