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osu-lazer/osu.Game/Screens/Play/SongProgress.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using osuTK;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using System;
using System.Collections.Generic;
using osu.Game.Graphics;
using osu.Framework.Allocation;
using System.Linq;
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using osu.Framework.Bindables;
using osu.Framework.Timing;
using osu.Game.Configuration;
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using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI;
namespace osu.Game.Screens.Play
{
public class SongProgress : OverlayContainer
{
private const int info_height = 20;
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private const int bottom_bar_height = 5;
private const float graph_height = SquareGraph.Column.WIDTH * 6;
private static readonly Vector2 handle_size = new Vector2(10, 18);
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private const float transition_duration = 200;
private readonly SongProgressBar bar;
private readonly SongProgressGraph graph;
private readonly SongProgressInfo info;
public Action<double> RequestSeek;
/// <summary>
/// Whether seeking is allowed and the progress bar should be shown.
/// </summary>
public readonly Bindable<bool> AllowSeeking = new Bindable<bool>();
public readonly Bindable<bool> ShowGraph = new Bindable<bool>();
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//TODO: this isn't always correct (consider mania where a non-last object may last for longer than the last in the list).
private double lastHitTime => objects.Last().GetEndTime() + 1;
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public override bool HandleNonPositionalInput => AllowSeeking.Value;
public override bool HandlePositionalInput => AllowSeeking.Value;
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private double firstHitTime => objects.First().StartTime;
private IEnumerable<HitObject> objects;
public IEnumerable<HitObject> Objects
{
set
{
graph.Objects = objects = value;
info.StartTime = firstHitTime;
info.EndTime = lastHitTime;
bar.StartTime = firstHitTime;
bar.EndTime = lastHitTime;
}
}
public IClock ReferenceClock;
private IClock gameplayClock;
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public SongProgress()
{
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Masking = true;
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Children = new Drawable[]
{
info = new SongProgressInfo
{
Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
RelativeSizeAxes = Axes.X,
Height = info_height,
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},
graph = new SongProgressGraph
{
RelativeSizeAxes = Axes.X,
Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
Height = graph_height,
Margin = new MarginPadding { Bottom = bottom_bar_height },
},
bar = new SongProgressBar(bottom_bar_height, graph_height, handle_size)
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
OnSeek = time => RequestSeek?.Invoke(time),
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},
};
}
[BackgroundDependencyLoader(true)]
private void load(OsuColour colours, GameplayClock clock, OsuConfigManager config)
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{
base.LoadComplete();
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if (clock != null)
gameplayClock = clock;
config.BindWith(OsuSetting.ShowProgressGraph, ShowGraph);
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graph.FillColour = bar.FillColour = colours.BlueLighter;
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}
protected override void LoadComplete()
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{
Show();
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AllowSeeking.BindValueChanged(_ => updateBarVisibility(), true);
ShowGraph.BindValueChanged(_ => updateGraphVisibility(), true);
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}
public void BindDrawableRuleset(DrawableRuleset drawableRuleset)
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{
AllowSeeking.BindTo(drawableRuleset.HasReplayLoaded);
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}
protected override void PopIn()
{
this.FadeIn(500, Easing.OutQuint);
}
protected override void PopOut()
{
this.FadeOut(100);
}
protected override void Update()
{
base.Update();
if (objects == null)
return;
double gameplayTime = gameplayClock?.CurrentTime ?? Time.Current;
double frameStableTime = ReferenceClock?.CurrentTime ?? gameplayTime;
double progress = Math.Min(1, (frameStableTime - firstHitTime) / (lastHitTime - firstHitTime));
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bar.CurrentTime = gameplayTime;
graph.Progress = (int)(graph.ColumnCount * progress);
Height = bottom_bar_height + graph_height + handle_size.Y + info_height - graph.Y;
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}
private void updateBarVisibility()
{
bar.ShowHandle = AllowSeeking.Value;
updateInfoMargin();
}
private void updateGraphVisibility()
{
float barHeight = bottom_bar_height + handle_size.Y;
bar.ResizeHeightTo(ShowGraph.Value ? barHeight + graph_height : barHeight, transition_duration, Easing.In);
graph.MoveToY(ShowGraph.Value ? 0 : bottom_bar_height + graph_height, transition_duration, Easing.In);
updateInfoMargin();
}
private void updateInfoMargin()
{
float finalMargin = bottom_bar_height + (AllowSeeking.Value ? handle_size.Y : 0) + (ShowGraph.Value ? graph_height : 0);
info.TransformTo(nameof(info.Margin), new MarginPadding { Bottom = finalMargin }, transition_duration, Easing.In);
}
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}
}