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osu-lazer/osu.Game/Overlays/Mods/BeatmapAttributesDisplay.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 System.Collections.Generic;
using System.Linq;
using System.Threading;
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using osu.Framework.Allocation;
using osu.Framework.Bindables;
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using osu.Framework.Extensions.LocalisationExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Input.Events;
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using osu.Framework.Localisation;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Drawables;
using osu.Game.Configuration;
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using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Utils;
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using osuTK;
namespace osu.Game.Overlays.Mods
{
/// <summary>
/// On the mod select overlay, this provides a local updating view of BPM, star rating and other
/// difficulty attributes so the user can have a better insight into what mods are changing.
/// </summary>
public partial class BeatmapAttributesDisplay : ModFooterInformationDisplay, IHasCustomTooltip<AdjustedAttributesTooltip.Data?>
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{
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private StarRatingDisplay starRatingDisplay = null!;
private BPMDisplay bpmDisplay = null!;
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private VerticalAttributeDisplay circleSizeDisplay = null!;
private VerticalAttributeDisplay drainRateDisplay = null!;
private VerticalAttributeDisplay approachRateDisplay = null!;
private VerticalAttributeDisplay overallDifficultyDisplay = null!;
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public Bindable<IBeatmapInfo?> BeatmapInfo { get; } = new Bindable<IBeatmapInfo?>();
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public Bindable<IReadOnlyList<Mod>> Mods { get; } = new Bindable<IReadOnlyList<Mod>>();
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public BindableBool Collapsed { get; } = new BindableBool(true);
private ModSettingChangeTracker? modSettingChangeTracker;
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[Resolved]
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private BeatmapDifficultyCache difficultyCache { get; set; } = null!;
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[Resolved]
private OsuGameBase game { get; set; } = null!;
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protected IBindable<RulesetInfo> GameRuleset = null!;
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private CancellationTokenSource? cancellationSource;
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private IBindable<StarDifficulty?> starDifficulty = null!;
public ITooltip<AdjustedAttributesTooltip.Data?> GetCustomTooltip() => new AdjustedAttributesTooltip();
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public AdjustedAttributesTooltip.Data? TooltipContent { get; private set; }
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private const float transition_duration = 250;
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[BackgroundDependencyLoader]
private void load()
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{
const float shear = ShearedOverlayContainer.SHEAR;
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LeftContent.AddRange(new Drawable[]
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{
starRatingDisplay = new StarRatingDisplay(default, animated: true)
{
Origin = Anchor.CentreLeft,
Anchor = Anchor.CentreLeft,
Shear = new Vector2(-shear, 0),
},
bpmDisplay = new BPMDisplay
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{
Origin = Anchor.CentreLeft,
Anchor = Anchor.CentreLeft,
Shear = new Vector2(-shear, 0),
AutoSizeAxes = Axes.Y,
Width = 75,
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}
});
RightContent.Alpha = 0;
RightContent.AddRange(new Drawable[]
{
circleSizeDisplay = new VerticalAttributeDisplay("CS") { Shear = new Vector2(-shear, 0), },
drainRateDisplay = new VerticalAttributeDisplay("HP") { Shear = new Vector2(-shear, 0), },
overallDifficultyDisplay = new VerticalAttributeDisplay("OD") { Shear = new Vector2(-shear, 0), },
approachRateDisplay = new VerticalAttributeDisplay("AR") { Shear = new Vector2(-shear, 0), },
});
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}
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protected override void LoadComplete()
{
base.LoadComplete();
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Mods.BindValueChanged(_ =>
{
modSettingChangeTracker?.Dispose();
modSettingChangeTracker = new ModSettingChangeTracker(Mods.Value);
modSettingChangeTracker.SettingChanged += _ => updateValues();
updateValues();
}, true);
BeatmapInfo.BindValueChanged(_ => updateValues());
Collapsed.BindValueChanged(_ =>
{
// Only start autosize animations on first collapse toggle. This avoids an ugly initial presentation.
startAnimating();
updateCollapsedState();
});
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GameRuleset = game.Ruleset.GetBoundCopy();
GameRuleset.BindValueChanged(_ => updateValues());
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BeatmapInfo.BindValueChanged(_ => updateValues());
updateValues();
updateCollapsedState();
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}
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protected override bool OnHover(HoverEvent e)
{
startAnimating();
updateCollapsedState();
return true;
}
protected override void OnHoverLost(HoverLostEvent e)
{
updateCollapsedState();
base.OnHoverLost(e);
}
protected override bool OnMouseDown(MouseDownEvent e) => true;
protected override bool OnClick(ClickEvent e) => true;
private void startAnimating()
{
LeftContent.AutoSizeEasing = Content.AutoSizeEasing = Easing.OutQuint;
LeftContent.AutoSizeDuration = Content.AutoSizeDuration = transition_duration;
}
private void updateValues() => Scheduler.AddOnce(() =>
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{
if (BeatmapInfo.Value == null)
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return;
cancellationSource?.Cancel();
starDifficulty = difficultyCache.GetBindableDifficulty(BeatmapInfo.Value, (cancellationSource = new CancellationTokenSource()).Token);
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starDifficulty.BindValueChanged(s =>
{
starRatingDisplay.Current.Value = s.NewValue ?? default;
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if (!starRatingDisplay.IsPresent)
starRatingDisplay.FinishTransforms(true);
});
double rate = 1;
foreach (var mod in Mods.Value.OfType<IApplicableToRate>())
rate = mod.ApplyToRate(0, rate);
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bpmDisplay.Current.Value = FormatUtils.RoundBPM(BeatmapInfo.Value.BPM, rate);
BeatmapDifficulty originalDifficulty = new BeatmapDifficulty(BeatmapInfo.Value.Difficulty);
foreach (var mod in Mods.Value.OfType<IApplicableToDifficulty>())
mod.ApplyToDifficulty(originalDifficulty);
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Ruleset ruleset = GameRuleset.Value.CreateInstance();
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BeatmapDifficulty adjustedDifficulty = ruleset.GetRateAdjustedDisplayDifficulty(originalDifficulty, rate);
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TooltipContent = new AdjustedAttributesTooltip.Data(originalDifficulty, adjustedDifficulty);
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approachRateDisplay.AdjustType.Value = VerticalAttributeDisplay.CalculateEffect(originalDifficulty.ApproachRate, adjustedDifficulty.ApproachRate);
overallDifficultyDisplay.AdjustType.Value = VerticalAttributeDisplay.CalculateEffect(originalDifficulty.OverallDifficulty, adjustedDifficulty.OverallDifficulty);
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circleSizeDisplay.Current.Value = adjustedDifficulty.CircleSize;
drainRateDisplay.Current.Value = adjustedDifficulty.DrainRate;
approachRateDisplay.Current.Value = adjustedDifficulty.ApproachRate;
overallDifficultyDisplay.Current.Value = adjustedDifficulty.OverallDifficulty;
});
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private void updateCollapsedState()
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{
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RightContent.FadeTo(Collapsed.Value && !IsHovered ? 0 : 1, transition_duration, Easing.OutQuint);
}
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public partial class BPMDisplay : RollingCounter<int>
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{
protected override double RollingDuration => 250;
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protected override LocalisableString FormatCount(int count) => count.ToLocalisableString("0 BPM");
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protected override OsuSpriteText CreateSpriteText() => new OsuSpriteText
{
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
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Font = OsuFont.Default.With(size: 20, weight: FontWeight.SemiBold),
UseFullGlyphHeight = false,
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};
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}
}
}