예제 #1
0
        private void load(AudioManager audio, APIAccess api, OsuConfigManager config)
        {
            this.api = api;

            WorkingBeatmap working = Beatmap.Value;

            if (working is DummyWorkingBeatmap)
            {
                Exit();
                return;
            }

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

            mouseWheelDisabled = config.GetBindable <bool>(OsuSetting.MouseDisableWheel);
            userAudioOffset    = config.GetBindable <double>(OsuSetting.AudioOffset);

            Beatmap beatmap;

            try
            {
                beatmap = working.Beatmap;

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

                ruleset = Ruleset.Value ?? beatmap.BeatmapInfo.Ruleset;
                var rulesetInstance = ruleset.CreateInstance();

                try
                {
                    RulesetContainer = rulesetInstance.CreateRulesetContainerWith(working, ruleset.ID == beatmap.BeatmapInfo.Ruleset.ID);
                }
                catch (BeatmapInvalidForRulesetException)
                {
                    // we may fail to create a RulesetContainer 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();
                    RulesetContainer = rulesetInstance.CreateRulesetContainerWith(Beatmap, true);
                }

                if (!RulesetContainer.Objects.Any())
                {
                    throw new InvalidOperationException("Beatmap contains no hit objects!");
                }
            }
            catch (Exception e)
            {
                Logger.Error(e, "Could not load beatmap sucessfully!");

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

            sourceClock     = (IAdjustableClock)working.Track ?? new StopwatchClock();
            adjustableClock = new DecoupleableInterpolatingFramedClock {
                IsCoupled = false
            };

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

            adjustableClock.Seek(AllowLeadIn
                ? Math.Min(0, firstObjectTime - Math.Max(beatmap.ControlPointInfo.TimingPointAt(firstObjectTime).BeatLength * 4, beatmap.BeatmapInfo.AudioLeadIn))
                : firstObjectTime);

            adjustableClock.ProcessFrame();

            // the final usable gameplay clock with user-set offsets applied.
            var offsetClock = new FramedOffsetClock(adjustableClock);

            userAudioOffset.ValueChanged += v => offsetClock.Offset = v;
            userAudioOffset.TriggerChange();

            scoreProcessor = RulesetContainer.CreateScoreProcessor();

            Children = new Drawable[]
            {
                pauseContainer = new PauseContainer(offsetClock, adjustableClock)
                {
                    OnRetry       = Restart,
                    OnQuit        = Exit,
                    CheckCanPause = () => AllowPause && ValidForResume && !HasFailed && !RulesetContainer.HasReplayLoaded,
                    OnPause       = () =>
                    {
                        pauseContainer.Retries           = RestartCount;
                        hudOverlay.KeyCounter.IsCounting = pauseContainer.IsPaused;
                    },
                    OnResume = () => hudOverlay.KeyCounter.IsCounting = true,
                    Children = new Drawable[]
                    {
                        storyboardContainer = new Container
                        {
                            RelativeSizeAxes = Axes.Both,
                            Alpha            = 0,
                        },
                        new LocalSkinOverrideContainer(working.Skin)
                        {
                            RelativeSizeAxes = Axes.Both,
                            Child            = RulesetContainer
                        },
                        new SkipOverlay(firstObjectTime)
                        {
                            Clock = Clock, // skip button doesn't want to use the audio clock directly
                            ProcessCustomClock = false,
                            AdjustableClock    = adjustableClock,
                            FramedClock        = offsetClock,
                        },
                        hudOverlay = new HUDOverlay(scoreProcessor, RulesetContainer, working, offsetClock, adjustableClock)
                        {
                            Clock = Clock, // hud overlay doesn't want to use the audio clock directly
                            ProcessCustomClock = false,
                            Anchor             = Anchor.Centre,
                            Origin             = Anchor.Centre
                        },
                        new BreakOverlay(beatmap.BeatmapInfo.LetterboxInBreaks, scoreProcessor)
                        {
                            Anchor             = Anchor.Centre,
                            Origin             = Anchor.Centre,
                            ProcessCustomClock = false,
                            Breaks             = beatmap.Breaks
                        }
                    }
                },
                failOverlay = new FailOverlay
                {
                    OnRetry = Restart,
                    OnQuit  = Exit,
                },
                new HotkeyRetryOverlay
                {
                    Action = () =>
                    {
                        if (!IsCurrentScreen)
                        {
                            return;
                        }

                        //we want to hide the hitrenderer immediately (looks better).
                        //we may be able to remove this once the mouse cursor trail is improved.
                        RulesetContainer?.Hide();
                        Restart();
                    },
                }
            };

            if (ShowStoryboard)
            {
                initializeStoryboard(false);
            }

            // Bind ScoreProcessor to ourselves
            scoreProcessor.AllJudged += onCompletion;
            scoreProcessor.Failed    += onFail;

            foreach (var mod in Beatmap.Value.Mods.Value.OfType <IApplicableToScoreProcessor>())
            {
                mod.ApplyToScoreProcessor(scoreProcessor);
            }
        }
예제 #2
0
파일: Player.cs 프로젝트: miterosan/osu
        private void load(AudioManager audio, OsuConfigManager config, APIAccess api)
        {
            this.api = api;

            dimLevel       = config.GetBindable <double>(OsuSetting.DimLevel);
            showStoryboard = config.GetBindable <bool>(OsuSetting.ShowStoryboard);

            mouseWheelDisabled = config.GetBindable <bool>(OsuSetting.MouseDisableWheel);

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

            WorkingBeatmap working = Beatmap.Value;
            Beatmap        beatmap;

            try
            {
                beatmap = working.Beatmap;

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

                ruleset = Ruleset.Value ?? beatmap.BeatmapInfo.Ruleset;
                var rulesetInstance = ruleset.CreateInstance();

                try
                {
                    RulesetContainer = rulesetInstance.CreateRulesetContainerWith(working, ruleset.ID == beatmap.BeatmapInfo.Ruleset.ID);
                }
                catch (BeatmapInvalidForRulesetException)
                {
                    // we may fail to create a RulesetContainer 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();
                    RulesetContainer = rulesetInstance.CreateRulesetContainerWith(Beatmap, true);
                }

                if (!RulesetContainer.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;
            }

            adjustableSourceClock = (IAdjustableClock)working.Track ?? new StopwatchClock();
            decoupledClock        = new DecoupleableInterpolatingFramedClock {
                IsCoupled = false
            };

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

            decoupledClock.Seek(Math.Min(0, firstObjectTime - Math.Max(beatmap.ControlPointInfo.TimingPointAt(firstObjectTime).BeatLength * 4, beatmap.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 working.Mods.Value.OfType <IApplicableToClock>())
                {
                    mod.ApplyToClock(adjustableSourceClock);
                }

                decoupledClock.ChangeSource(adjustableSourceClock);
            });

            Children = new Drawable[]
            {
                storyboardContainer = new Container
                {
                    RelativeSizeAxes = Axes.Both,
                    Clock            = offsetClock,
                    Alpha            = 0,
                },
                pauseContainer = new PauseContainer
                {
                    AudioClock    = decoupledClock,
                    FramedClock   = offsetClock,
                    OnRetry       = Restart,
                    OnQuit        = Exit,
                    CheckCanPause = () => ValidForResume && !HasFailed && !RulesetContainer.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,
                            Child            = RulesetContainer,
                        },
                        hudOverlay = new HUDOverlay
                        {
                            Anchor = Anchor.Centre,
                            Origin = Anchor.Centre
                        },
                        breakOverlay = new BreakOverlay(beatmap.BeatmapInfo.LetterboxInBreaks)
                        {
                            Anchor = Anchor.Centre,
                            Origin = Anchor.Centre,
                            Clock  = decoupledClock,
                            Breaks = beatmap.Breaks
                        },
                    }
                },
                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.
                        RulesetContainer?.Hide();
                        Restart();
                    },
                }
            };

            scoreProcessor = RulesetContainer.CreateScoreProcessor();

            if (showStoryboard)
            {
                initializeStoryboard(false);
            }

            hudOverlay.BindProcessor(scoreProcessor);
            hudOverlay.BindRulesetContainer(RulesetContainer);

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

            hudOverlay.ModDisplay.Current.BindTo(working.Mods);

            breakOverlay.BindProcessor(scoreProcessor);

            // Bind ScoreProcessor to ourselves
            scoreProcessor.AllJudged += onCompletion;
            scoreProcessor.Failed    += onFail;
        }
예제 #3
0
        private void load(OsuGameBase osuGame)
        {
            clock = new DecoupleableInterpolatingFramedClock {
                IsCoupled = false
            };
            dependencies.CacheAs <IAdjustableClock>(clock);
            dependencies.CacheAs <IFrameBasedClock>(clock);
            dependencies.Cache(beatDivisor);

            var testBeatmap = new Beatmap
            {
                ControlPointInfo = new ControlPointInfo
                {
                    TimingPoints =
                    {
                        new TimingControlPoint {
                            Time = 0, BeatLength = 200
                        },
                        new TimingControlPoint {
                            Time = 100, BeatLength = 400
                        },
                        new TimingControlPoint {
                            Time = 175, BeatLength = 800
                        },
                        new TimingControlPoint {
                            Time = 350, BeatLength = 200
                        },
                        new TimingControlPoint {
                            Time = 450, BeatLength = 100
                        },
                        new TimingControlPoint {
                            Time = 500, BeatLength = 307.69230769230802
                        }
                    }
                },
                HitObjects =
                {
                    new HitCircle {
                        StartTime = 0
                    },
                    new HitCircle {
                        StartTime = 5000
                    }
                }
            };

            osuGame.Beatmap.Value = new TestWorkingBeatmap(testBeatmap);
            track = osuGame.Beatmap.Value.Track;

            Child = new GridContainer
            {
                RelativeSizeAxes = Axes.Both,
                Content          = new[]
                {
                    new Drawable[] { composer = new TestHitObjectComposer(new OsuRuleset()) },
                    new Drawable[] { new TimingPointVisualiser(testBeatmap, track)
                                     {
                                         Clock = clock
                                     } },
                },
                RowDimensions = new[]
                {
                    new Dimension(GridSizeMode.Distributed),
                    new Dimension(GridSizeMode.AutoSize),
                }
            };

            testSeekNoSnapping();
            testSeekSnappingOnBeat();
            testSeekSnappingInBetweenBeat();
            testSeekForwardNoSnapping();
            testSeekForwardSnappingOnBeat();
            testSeekForwardSnappingFromInBetweenBeat();
            testSeekBackwardSnappingOnBeat();
            testSeekBackwardSnappingFromInBetweenBeat();
            testSeekingWithFloatingPointBeatLength();
        }
예제 #4
0
파일: Player.cs 프로젝트: yazici/osu
        private void load(AudioManager audio, APIAccess api, OsuConfigManager config)
        {
            this.api = api;

            WorkingBeatmap working = Beatmap.Value;

            if (working is DummyWorkingBeatmap)
            {
                return;
            }

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

            mouseWheelDisabled = config.GetBindable <bool>(OsuSetting.MouseDisableWheel);
            userAudioOffset    = config.GetBindable <double>(OsuSetting.AudioOffset);

            IBeatmap beatmap;

            try
            {
                beatmap = working.Beatmap;

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

                ruleset = Ruleset.Value ?? beatmap.BeatmapInfo.Ruleset;
                var rulesetInstance = ruleset.CreateInstance();

                try
                {
                    RulesetContainer = rulesetInstance.CreateRulesetContainerWith(working);
                }
                catch (BeatmapInvalidForRulesetException)
                {
                    // we may fail to create a RulesetContainer 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();
                    RulesetContainer = rulesetInstance.CreateRulesetContainerWith(Beatmap.Value);
                }

                if (!RulesetContainer.Objects.Any())
                {
                    Logger.Log("Beatmap contains no hit objects!", level: LogLevel.Error);
                    return;
                }
            }
            catch (Exception e)
            {
                Logger.Error(e, "Could not load beatmap sucessfully!");
                //couldn't load, hard abort!
                return;
            }

            sourceClock     = (IAdjustableClock)working.Track ?? new StopwatchClock();
            adjustableClock = new DecoupleableInterpolatingFramedClock {
                IsCoupled = false
            };

            adjustableClock.Seek(AllowLeadIn
                ? Math.Min(0, RulesetContainer.GameplayStartTime - beatmap.BeatmapInfo.AudioLeadIn)
                : RulesetContainer.GameplayStartTime);

            adjustableClock.ProcessFrame();

            // Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
            // This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
            var platformOffsetClock = new FramedOffsetClock(adjustableClock)
            {
                Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 22 : 0
            };

            // the final usable gameplay clock with user-set offsets applied.
            var offsetClock = new FramedOffsetClock(platformOffsetClock);

            userAudioOffset.ValueChanged += offset => offsetClock.Offset = offset.NewValue;
            userAudioOffset.TriggerChange();

            ScoreProcessor = RulesetContainer.CreateScoreProcessor();
            if (!ScoreProcessor.Mode.Disabled)
            {
                config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
            }

            InternalChildren = new Drawable[]
            {
                PausableGameplayContainer = new PausableGameplayContainer(offsetClock, adjustableClock)
                {
                    Retries       = RestartCount,
                    OnRetry       = restart,
                    OnQuit        = performUserRequestedExit,
                    CheckCanPause = () => AllowPause && ValidForResume && !HasFailed && !RulesetContainer.HasReplayLoaded.Value,
                    Children      = new Container[]
                    {
                        StoryboardContainer = CreateStoryboardContainer(),
                        new ScalingContainer(ScalingMode.Gameplay)
                        {
                            Child = new LocalSkinOverrideContainer(working.Skin)
                            {
                                RelativeSizeAxes = Axes.Both,
                                Child            = RulesetContainer
                            }
                        },
                        new BreakOverlay(beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
                        {
                            Anchor = Anchor.Centre,
                            Origin = Anchor.Centre,
                            Breaks = beatmap.Breaks
                        },
                        new ScalingContainer(ScalingMode.Gameplay)
                        {
                            Child = RulesetContainer.Cursor?.CreateProxy() ?? new Container(),
                        },
                        HUDOverlay = new HUDOverlay(ScoreProcessor, RulesetContainer, working, adjustableClock)
                        {
                            Anchor = Anchor.Centre,
                            Origin = Anchor.Centre
                        },
                        new SkipOverlay(RulesetContainer.GameplayStartTime)
                        {
                            RequestSeek = time => adjustableClock.Seek(time)
                        },
                    }
                },
                failOverlay = new FailOverlay
                {
                    OnRetry = restart,
                    OnQuit  = performUserRequestedExit,
                },
                new HotkeyRetryOverlay
                {
                    Action = () =>
                    {
                        if (!this.IsCurrentScreen())
                        {
                            return;
                        }

                        fadeOut(true);
                        restart();
                    },
                }
            };

            HUDOverlay.HoldToQuit.Action = performUserRequestedExit;
            HUDOverlay.KeyCounter.Visible.BindTo(RulesetContainer.HasReplayLoaded);

            RulesetContainer.IsPaused.BindTo(PausableGameplayContainer.IsPaused);

            if (ShowStoryboard.Value)
            {
                initializeStoryboard(false);
            }

            // Bind ScoreProcessor to ourselves
            ScoreProcessor.AllJudged += onCompletion;
            ScoreProcessor.Failed    += onFail;

            foreach (var mod in Beatmap.Value.Mods.Value.OfType <IApplicableToScoreProcessor>())
            {
                mod.ApplyToScoreProcessor(ScoreProcessor);
            }
        }
예제 #5
0
        private void load(OsuColour colours)
        {
            // TODO: should probably be done at a RulesetContainer level to share logic with Player.
            var sourceClock     = (IAdjustableClock)Beatmap.Value.Track ?? new StopwatchClock();
            var adjustableClock = new DecoupleableInterpolatingFramedClock {
                IsCoupled = false
            };

            adjustableClock.ChangeSource(sourceClock);

            dependencies.CacheAs <IAdjustableClock>(adjustableClock);
            dependencies.CacheAs <IFrameBasedClock>(adjustableClock);

            EditorMenuBar     menuBar;
            TimeInfoContainer timeInfo;
            SummaryTimeline   timeline;
            PlaybackControl   playback;

            Children = new[]
            {
                new Container
                {
                    Name             = "Screen container",
                    RelativeSizeAxes = Axes.Both,
                    Padding          = new MarginPadding {
                        Top = 40, Bottom = 60
                    },
                    Child = screenContainer = new Container
                    {
                        RelativeSizeAxes = Axes.Both,
                        Masking          = true
                    }
                },
                new Container
                {
                    Name             = "Top bar",
                    RelativeSizeAxes = Axes.X,
                    Height           = 40,
                    Child            = menuBar = new EditorMenuBar
                    {
                        Anchor           = Anchor.CentreLeft,
                        Origin           = Anchor.CentreLeft,
                        RelativeSizeAxes = Axes.Both,
                        Items            = new[]
                        {
                            new MenuItem("File")
                            {
                                Items = new[]
                                {
                                    new EditorMenuItem("Export", MenuItemType.Standard, exportBeatmap),
                                    new EditorMenuItemSpacer(),
                                    new EditorMenuItem("Exit", MenuItemType.Standard, Exit)
                                }
                            }
                        }
                    }
                },
                new Container
                {
                    Name             = "Bottom bar",
                    Anchor           = Anchor.BottomLeft,
                    Origin           = Anchor.BottomLeft,
                    RelativeSizeAxes = Axes.X,
                    Height           = 60,
                    Children         = new Drawable[]
                    {
                        bottomBackground = new Box {
                            RelativeSizeAxes = Axes.Both
                        },
                        new Container
                        {
                            RelativeSizeAxes = Axes.Both,
                            Padding          = new MarginPadding {
                                Vertical = 5, Horizontal = 10
                            },
                            Child = new GridContainer
                            {
                                RelativeSizeAxes = Axes.Both,
                                ColumnDimensions = new[]
                                {
                                    new Dimension(GridSizeMode.Absolute, 220),
                                    new Dimension(),
                                    new Dimension(GridSizeMode.Absolute, 220)
                                },
                                Content = new[]
                                {
                                    new Drawable[]
                                    {
                                        new Container
                                        {
                                            RelativeSizeAxes = Axes.Both,
                                            Padding          = new MarginPadding {
                                                Right = 10
                                            },
                                            Child = timeInfo = new TimeInfoContainer {
                                                RelativeSizeAxes = Axes.Both
                                            },
                                        },
                                        timeline = new SummaryTimeline
                                        {
                                            RelativeSizeAxes = Axes.Both,
                                        },
                                        new Container
                                        {
                                            RelativeSizeAxes = Axes.Both,
                                            Padding          = new MarginPadding {
                                                Left = 10
                                            },
                                            Child = playback = new PlaybackControl {
                                                RelativeSizeAxes = Axes.Both
                                            },
                                        }
                                    },
                                }
                            },
                        }
                    }
                },
            };

            timeInfo.Beatmap.BindTo(Beatmap);
            timeline.Beatmap.BindTo(Beatmap);
            playback.Beatmap.BindTo(Beatmap);
            menuBar.Mode.ValueChanged += onModeChanged;

            bottomBackground.Colour = colours.Gray2;
        }
예제 #6
0
        private void load(AudioManager audio, BeatmapDatabase beatmaps, 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 == null)
                {
                    Beatmap = beatmaps.GetWorkingBeatmap(BeatmapInfo, withStoryboard: true);
                }

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

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

                try
                {
                    HitRenderer = rulesetInstance.CreateHitRendererWith(Beatmap, ruleset.ID == Beatmap.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.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.Track;

            if (track != null)
            {
                audio.Track.SetExclusive(track);
                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.Beatmap.ControlPointInfo.TimingPointAt(firstObjectTime).BeatLength * 4, Beatmap.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.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.Add(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.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;
        }
예제 #7
0
        public HUDOverlay(ScoreProcessor scoreProcessor, RulesetContainer rulesetContainer, DecoupleableInterpolatingFramedClock decoupledClock, WorkingBeatmap working, IAdjustableClock adjustableSourceClock)
        {
            RelativeSizeAxes = Axes.Both;

            Add(content = new Container
            {
                RelativeSizeAxes = Axes.Both,

                Children = new Drawable[]
                {
                    KeyCounter            = CreateKeyCounter(),
                    ComboCounter          = CreateComboCounter(),
                    ScoreCounter          = CreateScoreCounter(),
                    AccuracyCounter       = CreateAccuracyCounter(),
                    HealthDisplay         = CreateHealthDisplay(),
                    Progress              = CreateProgress(),
                    ModDisplay            = CreateModsContainer(),
                    ReplaySettingsOverlay = CreateReplaySettingsOverlay(),
                }
            });

            BindProcessor(scoreProcessor);
            BindRulesetContainer(rulesetContainer);

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

            ModDisplay.Current.BindTo(working.Mods);

            ReplaySettingsOverlay.PlaybackSettings.AdjustableClock = adjustableSourceClock;
        }
예제 #8
0
        private void load(OsuGameBase osuGame)
        {
            beatmap.BindTo(osuGame.Beatmap);

            try
            {
                rulesetContainer = CreateRulesetContainer(ruleset, beatmap.Value);

                // TODO: should probably be done at a RulesetContainer level to share logic with Player.
                sourceClock     = (IAdjustableClock)beatmap.Value.Track ?? new StopwatchClock();
                adjustableClock = new DecoupleableInterpolatingFramedClock {
                    IsCoupled = false
                };
                adjustableClock.ChangeSource(sourceClock);

                rulesetContainer.Clock = adjustableClock;
            }
            catch (Exception e)
            {
                Logger.Error(e, "Could not load beatmap sucessfully!");
                return;
            }

            HitObjectMaskLayer hitObjectMaskLayer = new HitObjectMaskLayer(this);
            SelectionLayer     selectionLayer     = new SelectionLayer(rulesetContainer.Playfield);

            var layerBelowRuleset = new BorderLayer
            {
                RelativeSizeAxes = Axes.Both,
                Child            = CreateLayerContainer()
            };

            var layerAboveRuleset = CreateLayerContainer();

            layerAboveRuleset.Children = new Drawable[]
            {
                selectionLayer,              // Below object overlays for input
                hitObjectMaskLayer,
                selectionLayer.CreateProxy() // Proxy above object overlays for selections
            };

            layerContainers.Add(layerBelowRuleset);
            layerContainers.Add(layerAboveRuleset);

            RadioButtonCollection toolboxCollection;

            InternalChild = new GridContainer
            {
                RelativeSizeAxes = Axes.Both,
                Content          = new[]
                {
                    new Drawable[]
                    {
                        new FillFlowContainer
                        {
                            Name             = "Sidebar",
                            RelativeSizeAxes = Axes.Both,
                            Padding          = new MarginPadding {
                                Right = 10
                            },
                            Children = new Drawable[]
                            {
                                new ToolboxGroup {
                                    Child = toolboxCollection = new RadioButtonCollection {
                                        RelativeSizeAxes = Axes.X
                                    }
                                }
                            }
                        },
                        new Container
                        {
                            Name             = "Content",
                            RelativeSizeAxes = Axes.Both,
                            Children         = new Drawable[]
                            {
                                layerBelowRuleset,
                                rulesetContainer,
                                layerAboveRuleset
                            }
                        }
                    },
                },
                ColumnDimensions = new[]
                {
                    new Dimension(GridSizeMode.Absolute, 200),
                }
            };

            selectionLayer.ObjectSelected    += hitObjectMaskLayer.AddOverlay;
            selectionLayer.ObjectDeselected  += hitObjectMaskLayer.RemoveOverlay;
            selectionLayer.SelectionCleared  += hitObjectMaskLayer.RemoveSelectionOverlay;
            selectionLayer.SelectionFinished += hitObjectMaskLayer.AddSelectionOverlay;

            toolboxCollection.Items =
                new[] { new RadioButton("Select", () => setCompositionTool(null)) }
            .Concat(
                CompositionTools.Select(t => new RadioButton(t.Name, () => setCompositionTool(t)))
                )
            .ToList();

            toolboxCollection.Items[0].Select();
        }
예제 #9
0
파일: Play.cs 프로젝트: andy840119/Rhythmic
 public PlayableContainer(DecoupleableInterpolatingFramedClock clock)
 {
     this.clock = clock;
 }