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osu-lazer/osu.Game/Screens/Play/SongProgress.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
using OpenTK;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using System;
using System.Collections.Generic;
using osu.Game.Graphics;
using osu.Framework.Allocation;
using System.Linq;
using osu.Framework.Timing;
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using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Screens.Play
{
public class SongProgress : OverlayContainer
{
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private const int bottom_bar_height = 5;
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private static readonly Vector2 handle_size = new Vector2(14, 25);
private const float transition_duration = 200;
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private readonly SongProgressBar bar;
private readonly SongProgressGraph graph;
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private readonly SongProgressInfo info;
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public Action<double> OnSeek;
public override bool HandleInput => AllowSeeking;
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private IClock audioClock;
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public IClock AudioClock { set { audioClock = info.AudioClock = value; } }
private double lastHitTime => ((objects.Last() as IHasEndTime)?.EndTime ?? objects.Last().StartTime) + 1;
private double firstHitTime => objects.First().StartTime;
private IEnumerable<HitObject> objects;
public IEnumerable<HitObject> Objects
{
set
{
graph.Objects = objects = value;
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info.StartTime = firstHitTime;
info.EndTime = lastHitTime;
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bar.StartTime = firstHitTime;
bar.EndTime = lastHitTime;
}
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
graph.FillColour = bar.FillColour = colours.BlueLighter;
}
public SongProgress()
{
const float graph_height = SquareGraph.Column.WIDTH * 6;
Height = bottom_bar_height + graph_height + handle_size.Y;
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Y = bottom_bar_height;
Children = new Drawable[]
{
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info = new SongProgressInfo
{
Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
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Margin = new MarginPadding { Bottom = bottom_bar_height + graph_height },
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},
graph = new SongProgressGraph
{
RelativeSizeAxes = Axes.X,
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Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
Height = graph_height,
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Margin = new MarginPadding { Bottom = bottom_bar_height },
},
bar = new SongProgressBar(bottom_bar_height, graph_height, handle_size)
{
Alpha = 0,
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Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
OnSeek = position => OnSeek?.Invoke(position),
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},
};
}
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protected override void LoadComplete()
{
State = Visibility.Visible;
}
private bool allowSeeking;
public bool AllowSeeking
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{
get
{
return allowSeeking;
}
set
{
if (allowSeeking == value) return;
allowSeeking = value;
updateBarVisibility();
}
}
private void updateBarVisibility()
{
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bar.FadeTo(allowSeeking ? 1 : 0, transition_duration, Easing.In);
this.MoveTo(new Vector2(0, allowSeeking ? 0 : bottom_bar_height), transition_duration, Easing.In);
}
protected override void PopIn()
{
updateBarVisibility();
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this.FadeIn(500, Easing.OutQuint);
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}
protected override void PopOut()
{
this.FadeOut(100);
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}
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protected override void Update()
{
base.Update();
if (objects == null)
return;
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double position = audioClock?.CurrentTime ?? Time.Current;
double progress = (position - firstHitTime) / (lastHitTime - firstHitTime);
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if (progress < 1)
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{
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bar.CurrentTime = position;
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graph.Progress = (int)(graph.ColumnCount * progress);
}
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}
}
}