2016-10-27 10:55:55 +08:00
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//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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2016-10-27 18:52:48 +08:00
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using System;
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2016-11-23 10:59:50 +08:00
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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2016-11-12 18:44:16 +08:00
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using osu.Framework.Graphics;
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2016-11-23 10:59:50 +08:00
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using osu.Framework.Graphics.Colour;
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2016-11-12 18:44:16 +08:00
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Sprites;
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2016-11-23 10:59:50 +08:00
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using osu.Game.Configuration;
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2016-11-12 18:44:16 +08:00
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using osu.Game.Graphics;
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using OpenTK;
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using OpenTK.Graphics;
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namespace osu.Game.Beatmaps.Drawables
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{
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class BeatmapSetHeader : Panel
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{
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public Action<BeatmapSetHeader> GainedSelection;
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private SpriteText title, artist;
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private OsuConfigManager config;
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2016-11-22 21:07:15 +08:00
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private Bindable<bool> preferUnicode;
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private WorkingBeatmap beatmap;
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public BeatmapSetHeader(WorkingBeatmap beatmap)
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{
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this.beatmap = beatmap;
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Children = new Drawable[]
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{
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new PanelBackground(beatmap)
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{
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RelativeSizeAxes = Axes.Both,
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2016-11-05 19:00:14 +08:00
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},
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new FlowContainer
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{
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Direction = FlowDirection.VerticalOnly,
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Padding = new MarginPadding { Top = 5, Left = 18, Right = 10, Bottom = 10 },
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AutoSizeAxes = Axes.Both,
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Children = new[]
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{
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title = new SpriteText
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{
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Font = @"Exo2.0-BoldItalic",
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Text = beatmap.BeatmapSetInfo.Metadata.Title,
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TextSize = 22,
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Shadow = true,
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},
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artist = new SpriteText
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{
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Margin = new MarginPadding { Top = -1 },
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Font = @"Exo2.0-SemiBoldItalic",
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Text = beatmap.BeatmapSetInfo.Metadata.Artist,
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TextSize = 17,
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Shadow = true,
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},
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new FlowContainer
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{
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Margin = new MarginPadding { Top = 5 },
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AutoSizeAxes = Axes.Both,
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Children = new[]
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{
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new DifficultyIcon(FontAwesome.fa_dot_circle_o, new Color4(159, 198, 0, 255)),
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new DifficultyIcon(FontAwesome.fa_dot_circle_o, new Color4(246, 101, 166, 255)),
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}
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}
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}
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}
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};
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}
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protected override void Selected()
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{
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base.Selected();
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GainedSelection?.Invoke(this);
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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this.config = config;
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preferUnicode = config.GetBindable<bool>(OsuConfig.ShowUnicode);
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preferUnicode.ValueChanged += preferUnicode_changed;
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preferUnicode_changed(preferUnicode, null);
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}
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private void preferUnicode_changed(object sender, EventArgs e)
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{
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title.Text = config.GetUnicodeString(beatmap.BeatmapSetInfo.Metadata.Title, beatmap.BeatmapSetInfo.Metadata.TitleUnicode);
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artist.Text = config.GetUnicodeString(beatmap.BeatmapSetInfo.Metadata.Artist, beatmap.BeatmapSetInfo.Metadata.ArtistUnicode);
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}
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protected override void Dispose(bool isDisposing)
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{
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if (preferUnicode != null)
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preferUnicode.ValueChanged -= preferUnicode_changed;
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base.Dispose(isDisposing);
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}
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class PanelBackground : BufferedContainer
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{
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private readonly WorkingBeatmap working;
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public PanelBackground(WorkingBeatmap working)
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{
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this.working = working;
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CacheDrawnFrameBuffer = true;
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Children = new[]
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{
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new FlowContainer
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{
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Depth = 1,
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Direction = FlowDirection.HorizontalOnly,
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RelativeSizeAxes = Axes.Both,
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// This makes the gradient not be perfectly horizontal, but diagonal at a ~40<34> angle
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Shear = new Vector2(0.8f, 0),
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Alpha = 0.5f,
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Children = new[]
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{
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// The left half with no gradient applied
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black,
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Width = 0.4f,
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},
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// Piecewise-linear gradient with 3 segments to make it appear smoother
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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ColourInfo = ColourInfo.GradientHorizontal(Color4.Black, new Color4(0f, 0f, 0f, 0.9f)),
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Width = 0.05f,
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},
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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ColourInfo = ColourInfo.GradientHorizontal(new Color4(0f, 0f, 0f, 0.9f), new Color4(0f, 0f, 0f, 0.1f)),
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Width = 0.2f,
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},
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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ColourInfo = ColourInfo.GradientHorizontal(new Color4(0f, 0f, 0f, 0.1f), new Color4(0, 0, 0, 0)),
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Width = 0.05f,
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},
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}
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},
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};
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}
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[BackgroundDependencyLoader]
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private void load(OsuGameBase game)
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{
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2016-11-24 12:48:48 +08:00
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new BeatmapBackgroundSprite(working)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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FillMode = FillMode.Fill,
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}.Preload(game, (bg) =>
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{
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Add(bg);
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ForceRedraw();
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});
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}
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}
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}
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}
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