use rosu_map::util::Pos;
use crate::{
model::{
beatmap::Beatmap,
mode::{ConvertStatus, IGameMode},
},
Difficulty,
};
pub use self::{
attributes::{OsuDifficultyAttributes, OsuPerformanceAttributes},
convert::OsuBeatmap,
difficulty::gradual::OsuGradualDifficulty,
performance::{gradual::OsuGradualPerformance, OsuPerformance},
score_state::OsuScoreState,
strains::OsuStrains,
};
mod attributes;
mod convert;
mod difficulty;
mod object;
mod performance;
mod score_state;
mod strains;
const PLAYFIELD_BASE_SIZE: Pos = Pos::new(512.0, 384.0);
pub struct Osu;
impl IGameMode for Osu {
type DifficultyAttributes = OsuDifficultyAttributes;
type Strains = OsuStrains;
type Performance<'map> = OsuPerformance<'map>;
type GradualDifficulty = OsuGradualDifficulty;
type GradualPerformance = OsuGradualPerformance;
fn check_convert(map: &Beatmap) -> ConvertStatus {
convert::check_convert(map)
}
fn try_convert(map: &mut Beatmap) -> ConvertStatus {
convert::try_convert(map)
}
fn difficulty(
difficulty: &Difficulty,
converted: &OsuBeatmap<'_>,
) -> Self::DifficultyAttributes {
difficulty::difficulty(difficulty, converted)
}
fn strains(difficulty: &Difficulty, converted: &OsuBeatmap<'_>) -> Self::Strains {
strains::strains(difficulty, converted)
}
fn performance(map: OsuBeatmap<'_>) -> Self::Performance<'_> {
OsuPerformance::new(map)
}
fn gradual_difficulty(difficulty: Difficulty, map: &OsuBeatmap<'_>) -> Self::GradualDifficulty {
OsuGradualDifficulty::new(difficulty, map)
}
fn gradual_performance(
difficulty: Difficulty,
map: &OsuBeatmap<'_>,
) -> Self::GradualPerformance {
OsuGradualPerformance::new(difficulty, map)
}
}