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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Timing;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Screens.Play.HUD
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{
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public partial class ArgonSongProgress : SongProgress
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{
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private readonly SongProgressInfo info;
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private readonly ArgonSongProgressGraph graph;
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private readonly ArgonSongProgressBar bar;
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private readonly Container graphContainer;
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private const float bar_height = 10;
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[SettingSource("Show difficulty graph", "Whether a graph displaying difficulty throughout the beatmap should be shown")]
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public Bindable<bool> ShowGraph { get; } = new BindableBool(true);
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[Resolved]
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private DrawableRuleset? drawableRuleset { get; set; }
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2023-01-18 14:24:03 +08:00
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// Even though `FrameStabilityContainer` caches as a `GameplayClock`, we need to check it directly via `drawableRuleset`
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// as this calculator is not contained within the `FrameStabilityContainer` and won't see the dependency.
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private IClock referenceClock => drawableRuleset?.FrameStableClock ?? GameplayClock;
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[Resolved]
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private Player? player { get; set; }
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public ArgonSongProgress()
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{
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Anchor = Anchor.BottomCentre;
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Origin = Anchor.BottomCentre;
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Masking = true;
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CornerRadius = 5;
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Children = new Drawable[]
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{
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info = new SongProgressInfo
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{
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Origin = Anchor.TopLeft,
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Name = "Info",
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Anchor = Anchor.TopLeft,
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RelativeSizeAxes = Axes.X,
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ShowProgress = false
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},
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bar = new ArgonSongProgressBar(bar_height)
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{
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Name = "Seek bar",
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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OnSeek = time => player?.Seek(time),
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},
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graphContainer = new Container
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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Masking = true,
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CornerRadius = 5,
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Child = graph = new ArgonSongProgressGraph
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{
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Name = "Difficulty graph",
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RelativeSizeAxes = Axes.Both,
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Blending = BlendingParameters.Additive
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},
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RelativeSizeAxes = Axes.X,
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},
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};
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RelativeSizeAxes = Axes.X;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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info.ShowProgress = false;
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info.TextColour = Colour4.White;
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info.Font = OsuFont.Torus.With(size: 18, weight: FontWeight.Bold);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Interactive.BindValueChanged(_ => bar.Interactive = Interactive.Value, true);
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ShowGraph.BindValueChanged(_ => updateGraphVisibility(), true);
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}
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protected override void UpdateObjects(IEnumerable<HitObject> objects)
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{
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graph.Objects = objects;
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info.StartTime = bar.StartTime = FirstHitTime;
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info.EndTime = bar.EndTime = LastHitTime;
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}
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private void updateGraphVisibility()
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{
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graph.FadeTo(ShowGraph.Value ? 1 : 0, 200, Easing.In);
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bar.ShowBackground = !ShowGraph.Value;
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}
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protected override void Update()
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{
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base.Update();
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Height = bar.Height + bar_height + info.Height;
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graphContainer.Height = bar.Height;
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}
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protected override void UpdateProgress(double progress, bool isIntro)
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{
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bar.ReferenceTime = GameplayClock.CurrentTime;
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if (isIntro)
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bar.CurrentTime = 0;
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else
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bar.CurrentTime = referenceClock.CurrentTime;
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}
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}
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}
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