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osu-lazer/osu.Game/Beatmaps/Drawable/BeatmapSetHeader.cs

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//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Sprites;
using osu.Game.Database;
using osu.Game.Graphics;
using OpenTK;
using OpenTK.Graphics;
using osu.Framework.Allocation;
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using osu.Framework.Configuration;
using osu.Game.Configuration;
using osu.Framework.Graphics.Colour;
using osu.Framework;
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namespace osu.Game.Beatmaps.Drawable
{
class BeatmapSetHeader : Panel
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{
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public Action<BeatmapSetHeader> GainedSelection;
private BeatmapSetInfo beatmapSet;
private SpriteText title, artist;
private OsuConfigManager config;
private Bindable<bool> preferUnicode;
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public BeatmapSetHeader(BeatmapSetInfo beatmapSet, WorkingBeatmap working)
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{
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this.beatmapSet = beatmapSet;
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Children = new Framework.Graphics.Drawable[]
{
new BufferedContainer
{
CacheDrawnFrameBuffer = true,
RelativeSizeAxes = Axes.Both,
Children = new Framework.Graphics.Drawable[]
{
new PanelBackground(working)
{
RelativeSizeAxes = Axes.Both
},
new FlowContainer
{
Direction = FlowDirection.HorizontalOnly,
RelativeSizeAxes = Axes.Both,
// This makes the gradient not be perfectly horizontal, but diagonal at a ~40<34> 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,
ColourInfo = ColourInfo.GradientHorizontal(Color4.Black, new Color4(0f, 0f, 0f, 0.9f)),
Width = 0.05f,
},
new Box
{
RelativeSizeAxes = Axes.Both,
ColourInfo = ColourInfo.GradientHorizontal(new Color4(0f, 0f, 0f, 0.9f), new Color4(0f, 0f, 0f, 0.1f)),
Width = 0.2f,
},
new Box
{
RelativeSizeAxes = Axes.Both,
ColourInfo = ColourInfo.GradientHorizontal(new Color4(0f, 0f, 0f, 0.1f), new Color4(0, 0, 0, 0)),
Width = 0.05f,
},
}
},
}
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},
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new FlowContainer
{
Direction = FlowDirection.VerticalOnly,
Padding = new MarginPadding { Top = 5, Left = 18, Right = 10, Bottom = 10 },
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AutoSizeAxes = Axes.Both,
Children = new[]
{
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title = new SpriteText
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{
Font = @"Exo2.0-BoldItalic",
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Text = beatmapSet.Metadata.Title,
TextSize = 22,
Shadow = true,
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},
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artist = new SpriteText
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{
Margin = new MarginPadding { Top = -1 },
Font = @"Exo2.0-SemiBoldItalic",
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Text = beatmapSet.Metadata.Artist,
TextSize = 17,
Shadow = true,
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},
new FlowContainer
{
Margin = new MarginPadding { Top = 5 },
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AutoSizeAxes = Axes.Both,
Children = new[]
{
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new DifficultyIcon(FontAwesome.fa_dot_circle_o, new Color4(159, 198, 0, 255)),
new DifficultyIcon(FontAwesome.fa_dot_circle_o, new Color4(246, 101, 166, 255)),
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}
}
}
}
};
}
protected override void Selected()
{
base.Selected();
GainedSelection?.Invoke(this);
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
this.config = config;
preferUnicode = config.GetBindable<bool>(OsuConfig.ShowUnicode);
preferUnicode.ValueChanged += preferUnicode_changed;
preferUnicode_changed(preferUnicode, null);
}
private void preferUnicode_changed(object sender, EventArgs e)
{
title.Text = config.GetUnicodeString(beatmapSet.Metadata.Title, beatmapSet.Metadata.TitleUnicode);
artist.Text = config.GetUnicodeString(beatmapSet.Metadata.Artist, beatmapSet.Metadata.ArtistUnicode);
}
protected override void Dispose(bool isDisposing)
{
if (preferUnicode != null)
preferUnicode.ValueChanged -= preferUnicode_changed;
base.Dispose(isDisposing);
}
class PanelBackground : Container
{
private readonly WorkingBeatmap working;
private AsyncBackground backgroundSprite;
public PanelBackground(WorkingBeatmap working)
{
this.working = working;
}
[BackgroundDependencyLoader]
private void load(OsuGameBase game)
{
OnUpdate += () =>
{
//todo: masking check
if (backgroundSprite == null)
{
//moving this to ctor fixes the issue.
(backgroundSprite = new AsyncBackground(working)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
}).Preload(game, Add);
}
};
}
class AsyncBackground : Sprite
{
private readonly WorkingBeatmap working;
public AsyncBackground(WorkingBeatmap working)
{
this.working = working;
}
[BackgroundDependencyLoader]
private void load(OsuGameBase game)
{
Texture = working.Background;
}
protected override void LoadComplete()
{
base.LoadComplete();
Scale = new Vector2(1366 / (Texture?.Width ?? 1) * 0.6f);
}
}
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}
}
}