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osu-lazer/osu.Game/Screens/OnlinePlay/Components/StarRatingRangeDisplay.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;
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using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Utils;
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using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Drawables;
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using osu.Game.Graphics;
using osuTK;
namespace osu.Game.Screens.OnlinePlay.Components
{
public class StarRatingRangeDisplay : OnlinePlayComposite
{
[Resolved]
private OsuColour colours { get; set; }
private StarRatingDisplay minDisplay;
private Drawable minBackground;
private StarRatingDisplay maxDisplay;
private Drawable maxBackground;
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public StarRatingRangeDisplay()
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{
AutoSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load()
{
InternalChildren = new Drawable[]
{
new Container
{
RelativeSizeAxes = Axes.Both,
Masking = true,
CornerRadius = 1,
Children = new[]
{
minBackground = new Box
{
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(0.5f),
},
maxBackground = new Box
{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(0.5f),
},
}
},
new FillFlowContainer
{
AutoSizeAxes = Axes.Both,
Children = new Drawable[]
{
minDisplay = new StarRatingDisplay(default, StarRatingDisplaySize.Range),
maxDisplay = new StarRatingDisplay(default, StarRatingDisplaySize.Range)
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}
}
};
}
protected override void LoadComplete()
{
base.LoadComplete();
DifficultyRange.BindValueChanged(_ => updateRange());
Playlist.BindCollectionChanged((_, __) => updateRange(), true);
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}
private void updateRange()
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{
StarDifficulty minDifficulty;
StarDifficulty maxDifficulty;
if (DifficultyRange.Value != null)
{
minDifficulty = new StarDifficulty(DifficultyRange.Value.Min, 0);
maxDifficulty = new StarDifficulty(DifficultyRange.Value.Max, 0);
}
else
{
// In multiplayer rooms, the beatmaps of playlist items will not be populated to a point this can be correct.
// Either populating them via BeatmapLookupCache or polling the API for the room's DifficultyRange will be required.
var orderedDifficulties = Playlist.Select(p => p.Beatmap).OrderBy(b => b.StarRating).ToArray();
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minDifficulty = new StarDifficulty(orderedDifficulties.Length > 0 ? orderedDifficulties[0].StarRating : 0, 0);
maxDifficulty = new StarDifficulty(orderedDifficulties.Length > 0 ? orderedDifficulties[^1].StarRating : 0, 0);
}
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minDisplay.Current.Value = minDifficulty;
maxDisplay.Current.Value = maxDifficulty;
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maxDisplay.Alpha = Precision.AlmostEquals(Math.Round(minDifficulty.Stars, 2), Math.Round(maxDifficulty.Stars, 2)) ? 0 : 1;
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minBackground.Colour = colours.ForStarDifficulty(minDifficulty.Stars);
maxBackground.Colour = colours.ForStarDifficulty(maxDifficulty.Stars);
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}
}
}