Exemplo n.º 1
0
        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();

            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 = () => AllowPause && 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);

            hudOverlay.ReplaySettingsOverlay.PlaybackSettings.AdjustableClock = adjustableSourceClock;

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

            foreach (var mod in Beatmap.Value.Mods.Value.OfType <IApplicableToScoreProcessor>())
            {
                mod.ApplyToScoreProcessor(scoreProcessor);
            }
        }
Exemplo n.º 2
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;
        }