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osu-lazer/osu.Game/Screens/Select/Carousel/DrawableCarouselBeatmapSet.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;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input.Events;
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using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Drawables;
using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
using osu.Game.Overlays;
using osu.Game.Rulesets;
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using osuTK;
using osuTK.Graphics;
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namespace osu.Game.Screens.Select.Carousel
{
public class DrawableCarouselBeatmapSet : DrawableCarouselItem, IHasContextMenu
{
private Action<BeatmapSetInfo> restoreHiddenRequested;
private Action<int> viewDetails;
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[Resolved(CanBeNull = true)]
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private DialogOverlay dialogOverlay { get; set; }
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private readonly BeatmapSetInfo beatmapSet;
public DrawableCarouselBeatmapSet(CarouselBeatmapSet set)
: base(set)
{
beatmapSet = set.BeatmapSet;
}
[BackgroundDependencyLoader(true)]
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private void load(BeatmapManager manager, BeatmapSetOverlay beatmapOverlay)
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{
restoreHiddenRequested = s => s.Beatmaps.ForEach(manager.Restore);
if (beatmapOverlay != null)
viewDetails = beatmapOverlay.FetchAndShowBeatmapSet;
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Children = new Drawable[]
{
new DelayedLoadUnloadWrapper(() =>
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{
var background = new PanelBackground(manager.GetWorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault()))
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{
RelativeSizeAxes = Axes.Both,
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};
background.OnLoadComplete += d => d.FadeInFromZero(1000, Easing.OutQuint);
return background;
}, 300, 5000
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),
new FillFlowContainer
{
Direction = FillDirection.Vertical,
Padding = new MarginPadding { Top = 5, Left = 18, Right = 10, Bottom = 10 },
AutoSizeAxes = Axes.Both,
Children = new Drawable[]
{
new OsuSpriteText
{
Text = new LocalisedString((beatmapSet.Metadata.TitleUnicode, beatmapSet.Metadata.Title)),
Font = OsuFont.GetFont(weight: FontWeight.Bold, size: 22, italics: true),
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Shadow = true,
},
new OsuSpriteText
{
Text = new LocalisedString((beatmapSet.Metadata.ArtistUnicode, beatmapSet.Metadata.Artist)),
Font = OsuFont.GetFont(weight: FontWeight.SemiBold, size: 17, italics: true),
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Shadow = true,
},
new FillFlowContainer
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{
Direction = FillDirection.Horizontal,
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AutoSizeAxes = Axes.Both,
Margin = new MarginPadding { Top = 5 },
Children = new Drawable[]
{
new BeatmapSetOnlineStatusPill
{
Origin = Anchor.CentreLeft,
Anchor = Anchor.CentreLeft,
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Margin = new MarginPadding { Right = 5 },
TextSize = 11,
TextPadding = new MarginPadding { Horizontal = 8, Vertical = 2 },
Status = beatmapSet.Status
},
new FillFlowContainer<DifficultyIcon>
{
AutoSizeAxes = Axes.Both,
Spacing = new Vector2(3),
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ChildrenEnumerable = getDifficultyIcons(),
},
}
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}
}
}
};
}
private const int maximum_difficulty_icons = 18;
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private IEnumerable<DifficultyIcon> getDifficultyIcons()
{
var beatmaps = ((CarouselBeatmapSet)Item).Beatmaps.ToList();
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return beatmaps.Count > maximum_difficulty_icons
? (IEnumerable<DifficultyIcon>)beatmaps.GroupBy(b => b.Beatmap.Ruleset).Select(group => new FilterableGroupedDifficultyIcon(group.ToList(), group.Key))
: beatmaps.Select(b => new FilterableDifficultyIcon(b));
}
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public MenuItem[] ContextMenuItems
{
get
{
List<MenuItem> items = new List<MenuItem>();
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if (Item.State.Value == CarouselItemState.NotSelected)
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items.Add(new OsuMenuItem("Expand", MenuItemType.Highlighted, () => Item.State.Value = CarouselItemState.Selected));
if (beatmapSet.OnlineBeatmapSetID != null)
items.Add(new OsuMenuItem("Details...", MenuItemType.Standard, () => viewDetails?.Invoke(beatmapSet.OnlineBeatmapSetID.Value)));
if (beatmapSet.Beatmaps.Any(b => b.Hidden))
items.Add(new OsuMenuItem("Restore all hidden", MenuItemType.Standard, () => restoreHiddenRequested?.Invoke(beatmapSet)));
items.Add(new OsuMenuItem("Delete", MenuItemType.Destructive, () => dialogOverlay?.Push(new BeatmapDeleteDialog(beatmapSet))));
return items.ToArray();
}
}
private class PanelBackground : BufferedContainer
{
public PanelBackground(WorkingBeatmap working)
{
CacheDrawnFrameBuffer = true;
RedrawOnScale = false;
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Children = new Drawable[]
{
new BeatmapBackgroundSprite(working)
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
FillMode = FillMode.Fill,
},
new FillFlowContainer
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{
Depth = -1,
RelativeSizeAxes = Axes.Both,
Direction = FillDirection.Horizontal,
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// This makes the gradient not be perfectly horizontal, but diagonal at a ~40° angle
Shear = new Vector2(0.8f, 0),
Alpha = 0.5f,
Children = new[]
{
// The left half with no gradient applied
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black,
Width = 0.4f,
},
// Piecewise-linear gradient with 3 segments to make it appear smoother
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = ColourInfo.GradientHorizontal(Color4.Black, new Color4(0f, 0f, 0f, 0.9f)),
Width = 0.05f,
},
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = ColourInfo.GradientHorizontal(new Color4(0f, 0f, 0f, 0.9f), new Color4(0f, 0f, 0f, 0.1f)),
Width = 0.2f,
},
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = ColourInfo.GradientHorizontal(new Color4(0f, 0f, 0f, 0.1f), new Color4(0, 0, 0, 0)),
Width = 0.05f,
},
}
},
};
}
}
public class FilterableDifficultyIcon : DifficultyIcon
{
private readonly BindableBool filtered = new BindableBool();
private readonly CarouselBeatmap item;
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public FilterableDifficultyIcon(CarouselBeatmap item)
: base(item.Beatmap)
{
filtered.BindTo(item.Filtered);
filtered.ValueChanged += isFiltered => Schedule(() => this.FadeTo(isFiltered.NewValue ? 0.1f : 1, 100));
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filtered.TriggerChange();
this.item = item;
}
protected override bool OnClick(ClickEvent e)
{
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if (!filtered.Value)
item.State.Value = CarouselItemState.Selected;
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return true;
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}
}
public class FilterableGroupedDifficultyIcon : GroupedDifficultyIcon
{
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private readonly List<CarouselBeatmap> items;
public FilterableGroupedDifficultyIcon(List<CarouselBeatmap> items, RulesetInfo ruleset)
: base(items.Select(i => i.Beatmap).ToList(), ruleset, Color4.White)
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{
this.items = items;
foreach (var item in items)
item.Filtered.BindValueChanged(_ => Scheduler.AddOnce(updateFilteredDisplay));
updateFilteredDisplay();
}
private void updateFilteredDisplay()
{
// for now, fade the whole group based on the ratio of hidden items.
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this.FadeTo(1 - 0.9f * ((float)items.Count(i => i.Filtered.Value) / items.Count), 100);
}
}
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}
}