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osu-lazer/osu.Game/Overlays/MusicController.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
using System.Diagnostics;
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using System.Threading.Tasks;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
using osu.Framework.Configuration;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
using osu.Framework.Input;
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using osu.Framework.MathUtils;
using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Graphics;
using osu.Framework.Graphics.Primitives;
using osu.Game.Graphics.Sprites;
using osu.Framework.Extensions.Color4Extensions;
namespace osu.Game.Overlays
{
public class MusicController : FocusedOverlayContainer
{
private Drawable currentBackground;
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private DragBar progress;
private TextAwesome playButton;
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private SpriteText title, artist;
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private List<BeatmapSetInfo> playList;
private readonly List<BeatmapInfo> playHistory = new List<BeatmapInfo>();
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private int playListIndex;
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private int playHistoryIndex = -1;
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private TrackManager trackManager;
private Bindable<WorkingBeatmap> beatmapSource;
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private Bindable<bool> preferUnicode;
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private WorkingBeatmap current;
private BeatmapDatabase beatmaps;
private Container dragContainer;
public MusicController()
{
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Width = 400;
Height = 130;
Margin = new MarginPadding(10);
}
protected override bool OnDragStart(InputState state) => true;
protected override bool OnDrag(InputState state)
{
Trace.Assert(state.Mouse.PositionMouseDown != null, "state.Mouse.PositionMouseDown != null");
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Vector2 change = state.Mouse.Position - state.Mouse.PositionMouseDown.Value;
// Diminish the drag distance as we go further to simulate "rubber band" feeling.
change *= change.Length <= 0 ? 0 : (float)Math.Pow(change.Length, 0.7f) / change.Length;
dragContainer.MoveTo(change);
return base.OnDrag(state);
}
protected override bool OnDragEnd(InputState state)
{
dragContainer.MoveTo(Vector2.Zero, 800, EasingTypes.OutElastic);
return base.OnDragEnd(state);
}
[BackgroundDependencyLoader]
private void load(OsuGameBase game, OsuConfigManager config, BeatmapDatabase beatmaps, OsuColour colours)
{
unicodeString = config.GetUnicodeString;
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Children = new Drawable[]
{
dragContainer = new Container
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{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Masking = true,
CornerRadius = 5,
EdgeEffect = new EdgeEffect
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{
Type = EdgeEffectType.Shadow,
Colour = Color4.Black.Opacity(40),
Radius = 5,
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},
RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
{
title = new OsuSpriteText
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{
Origin = Anchor.BottomCentre,
Anchor = Anchor.TopCentre,
Position = new Vector2(0, 40),
TextSize = 25,
Colour = Color4.White,
Text = @"Nothing to play",
Font = @"Exo2.0-MediumItalic"
},
artist = new OsuSpriteText
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{
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
Position = new Vector2(0, 45),
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TextSize = 15,
Colour = Color4.White,
Text = @"Nothing to play",
Font = @"Exo2.0-BoldItalic"
},
new ClickableContainer
{
AutoSizeAxes = Axes.Both,
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Origin = Anchor.Centre,
Anchor = Anchor.BottomCentre,
Position = new Vector2(0, -30),
Action = () =>
{
if (current?.Track == null) return;
if (current.Track.IsRunning)
current.Track.Stop();
else
current.Track.Start();
},
Children = new Drawable[]
{
playButton = new TextAwesome
{
TextSize = 30,
Icon = FontAwesome.fa_play_circle_o,
Origin = Anchor.Centre,
Anchor = Anchor.Centre
}
}
},
new ClickableContainer
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{
AutoSizeAxes = Axes.Both,
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Origin = Anchor.Centre,
Anchor = Anchor.BottomCentre,
Position = new Vector2(-30, -30),
Action = prev,
Children = new Drawable[]
{
new TextAwesome
{
TextSize = 15,
Icon = FontAwesome.fa_step_backward,
Origin = Anchor.Centre,
Anchor = Anchor.Centre
}
}
},
new ClickableContainer
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{
AutoSizeAxes = Axes.Both,
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Origin = Anchor.Centre,
Anchor = Anchor.BottomCentre,
Position = new Vector2(30, -30),
Action = next,
Children = new Drawable[]
{
new TextAwesome
{
TextSize = 15,
Icon = FontAwesome.fa_step_forward,
Origin = Anchor.Centre,
Anchor = Anchor.Centre
}
}
},
new ClickableContainer
{
AutoSizeAxes = Axes.Both,
Origin = Anchor.Centre,
Anchor = Anchor.BottomRight,
Position = new Vector2(20, -30),
Children = new Drawable[]
{
new TextAwesome
{
TextSize = 15,
Icon = FontAwesome.fa_bars,
Origin = Anchor.Centre,
Anchor = Anchor.Centre
}
}
},
progress = new DragBar
{
Origin = Anchor.BottomCentre,
Anchor = Anchor.BottomCentre,
Height = 10,
Colour = colours.Yellow,
SeekRequested = seek
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}
}
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}
};
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this.beatmaps = beatmaps;
trackManager = game.Audio.Track;
preferUnicode = config.GetBindable<bool>(OsuConfig.ShowUnicode);
preferUnicode.ValueChanged += preferUnicode_changed;
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beatmapSource = game.Beatmap ?? new Bindable<WorkingBeatmap>();
playList = beatmaps.GetAllWithChildren<BeatmapSetInfo>();
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currentBackground = new MusicControllerBackground();
dragContainer.Add(currentBackground);
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}
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protected override void LoadComplete()
{
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beatmapSource.ValueChanged += workingChanged;
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workingChanged();
base.LoadComplete();
}
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protected override void Update()
{
base.Update();
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if (pendingBeatmapSwitch != null)
{
pendingBeatmapSwitch();
pendingBeatmapSwitch = null;
}
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if (current?.TrackLoaded ?? false)
{
progress.UpdatePosition((float)(current.Track.CurrentTime / current.Track.Length));
playButton.Icon = current.Track.IsRunning ? FontAwesome.fa_pause_circle_o : FontAwesome.fa_play_circle_o;
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if (current.Track.HasCompleted && !current.Track.Looping) next();
}
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else
playButton.Icon = FontAwesome.fa_play_circle_o;
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}
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private void preferUnicode_changed(object sender, EventArgs e)
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{
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updateDisplay(current, TransformDirection.None);
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}
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private void workingChanged(object sender = null, EventArgs e = null)
{
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progress.IsEnabled = beatmapSource.Value != null;
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if (beatmapSource.Value == current) return;
bool audioEquals = current?.BeatmapInfo?.AudioEquals(beatmapSource?.Value?.BeatmapInfo) ?? false;
current = beatmapSource.Value;
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updateDisplay(current, audioEquals ? TransformDirection.None : TransformDirection.Next);
appendToHistory(current?.BeatmapInfo);
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}
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private void appendToHistory(BeatmapInfo beatmap)
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{
if (beatmap == null) return;
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if (playHistoryIndex >= 0)
{
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if (beatmap.AudioEquals(playHistory[playHistoryIndex]))
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return;
if (playHistoryIndex < playHistory.Count - 1)
playHistory.RemoveRange(playHistoryIndex + 1, playHistory.Count - playHistoryIndex - 1);
}
playHistory.Insert(++playHistoryIndex, beatmap);
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}
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private void prev()
{
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if (playHistoryIndex > 0)
play(playHistory[--playHistoryIndex], false);
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}
private void next()
{
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if (playHistoryIndex < playHistory.Count - 1)
play(playHistory[++playHistoryIndex], true);
else
{
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if (playList.Count == 0) return;
if (current != null && playList.Count == 1) return;
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//shuffle
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BeatmapInfo nextToPlay;
do
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{
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int j = RNG.Next(playListIndex, playList.Count);
if (j != playListIndex)
{
BeatmapSetInfo temp = playList[playListIndex];
playList[playListIndex] = playList[j];
playList[j] = temp;
}
nextToPlay = playList[playListIndex++].Beatmaps[0];
if (playListIndex == playList.Count) playListIndex = 0;
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}
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while (nextToPlay.AudioEquals(current?.BeatmapInfo));
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play(nextToPlay, true);
appendToHistory(nextToPlay);
}
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}
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private void play(BeatmapInfo info, bool isNext)
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{
current = beatmaps.GetWorkingBeatmap(info, current);
Task.Run(() =>
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{
trackManager.SetExclusive(current.Track);
current.Track.Start();
beatmapSource.Value = current;
});
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updateDisplay(current, isNext ? TransformDirection.Next : TransformDirection.Prev);
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}
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private Action pendingBeatmapSwitch;
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private void updateDisplay(WorkingBeatmap beatmap, TransformDirection direction)
{
//we might be off-screen when this update comes in.
//rather than Scheduling, manually handle this to avoid possible memory contention.
pendingBeatmapSwitch = () =>
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{
Task.Run(() =>
{
if (beatmap?.Beatmap == null)
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{
title.Text = @"Nothing to play";
artist.Text = @"Nothing to play";
}
else
{
BeatmapMetadata metadata = beatmap.Beatmap.BeatmapInfo.Metadata;
title.Text = unicodeString(metadata.Title, metadata.TitleUnicode);
artist.Text = unicodeString(metadata.Artist, metadata.ArtistUnicode);
}
});
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dragContainer.Add(new AsyncLoadContainer
{
RelativeSizeAxes = Axes.Both,
Depth = float.MaxValue,
Children = new[] { new MusicControllerBackground(beatmap) },
FinishedLoading = d =>
{
switch (direction)
{
case TransformDirection.Next:
d.Position = new Vector2(400, 0);
d.MoveToX(0, 500, EasingTypes.OutCubic);
currentBackground.MoveToX(-400, 500, EasingTypes.OutCubic);
break;
case TransformDirection.Prev:
d.Position = new Vector2(-400, 0);
d.MoveToX(0, 500, EasingTypes.OutCubic);
currentBackground.MoveToX(400, 500, EasingTypes.OutCubic);
break;
}
currentBackground.Expire();
currentBackground = d;
}
});
};
}
private Func<string, string, string> unicodeString;
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private void seek(float position)
{
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current?.Track?.Seek(current.Track.Length * position);
current?.Track?.Start();
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}
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protected override void Dispose(bool isDisposing)
{
if (preferUnicode != null)
preferUnicode.ValueChanged -= preferUnicode_changed;
base.Dispose(isDisposing);
}
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private const float transition_length = 800;
protected override void PopIn()
{
base.PopIn();
FadeIn(transition_length, EasingTypes.OutQuint);
dragContainer.ScaleTo(1, transition_length, EasingTypes.OutElastic);
}
protected override void PopOut()
{
base.PopOut();
FadeOut(transition_length, EasingTypes.OutQuint);
dragContainer.ScaleTo(0.9f, transition_length, EasingTypes.OutQuint);
}
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private enum TransformDirection { None, Next, Prev }
private class MusicControllerBackground : BufferedContainer
{
private readonly Sprite sprite;
private readonly WorkingBeatmap beatmap;
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public MusicControllerBackground(WorkingBeatmap beatmap = null)
{
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this.beatmap = beatmap;
CacheDrawnFrameBuffer = true;
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Depth = float.MaxValue;
RelativeSizeAxes = Axes.Both;
Children = new Drawable[]
{
sprite = new Sprite
{
Colour = OsuColour.Gray(150),
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FillMode = FillMode.Fill,
},
new Box
{
RelativeSizeAxes = Axes.X,
Height = 50,
Origin = Anchor.BottomCentre,
Anchor = Anchor.BottomCentre,
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Colour = Color4.Black.Opacity(0.5f)
}
};
}
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[BackgroundDependencyLoader]
private void load(TextureStore textures)
{
sprite.Texture = beatmap?.Background ?? textures.Get(@"Backgrounds/bg4");
}
}
}
}