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osu-lazer/osu.Game/Screens/Play/SongProgress.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 osuTK;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using System;
using System.Collections.Generic;
using osu.Game.Graphics;
using osu.Framework.Allocation;
using System.Linq;
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using osu.Framework.Bindables;
using osu.Framework.Timing;
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using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI;
namespace osu.Game.Screens.Play
{
public class SongProgress : OverlayContainer
{
private const int bottom_bar_height = 5;
private static readonly Vector2 handle_size = new Vector2(10, 18);
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private const float transition_duration = 200;
private readonly SongProgressBar bar;
private readonly SongProgressGraph graph;
private readonly SongProgressInfo info;
public Action<double> RequestSeek;
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public override bool HandleNonPositionalInput => AllowSeeking;
public override bool HandlePositionalInput => AllowSeeking;
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//TODO: this isn't always correct (consider mania where a non-last object may last for longer than the last in the list).
private double lastHitTime => objects.Last().GetEndTime() + 1;
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private double firstHitTime => objects.First().StartTime;
private IEnumerable<HitObject> objects;
public IEnumerable<HitObject> Objects
{
set
{
graph.Objects = objects = value;
info.StartTime = firstHitTime;
info.EndTime = lastHitTime;
bar.StartTime = firstHitTime;
bar.EndTime = lastHitTime;
}
}
private readonly BindableBool replayLoaded = new BindableBool();
public IClock ReferenceClock;
private IClock gameplayClock;
[BackgroundDependencyLoader(true)]
private void load(OsuColour colours, GameplayClock clock)
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{
if (clock != null)
gameplayClock = clock;
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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;
Y = bottom_bar_height;
Children = new Drawable[]
{
info = new SongProgressInfo
{
Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Margin = new MarginPadding { Bottom = bottom_bar_height + graph_height },
},
graph = new SongProgressGraph
{
RelativeSizeAxes = Axes.X,
Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
Height = graph_height,
Margin = new MarginPadding { Bottom = bottom_bar_height },
},
bar = new SongProgressBar(bottom_bar_height, graph_height, handle_size)
{
Alpha = 0,
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
OnSeek = time => RequestSeek?.Invoke(time),
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},
};
}
protected override void LoadComplete()
{
base.LoadComplete();
Show();
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replayLoaded.ValueChanged += loaded => AllowSeeking = loaded.NewValue;
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replayLoaded.TriggerChange();
}
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public void BindDrawableRuleset(DrawableRuleset drawableRuleset)
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{
replayLoaded.BindTo(drawableRuleset.HasReplayLoaded);
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}
private bool allowSeeking;
public bool AllowSeeking
{
get => allowSeeking;
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set
{
if (allowSeeking == value) return;
allowSeeking = value;
updateBarVisibility();
}
}
private void updateBarVisibility()
{
bar.FadeTo(allowSeeking ? 1 : 0, transition_duration, Easing.In);
this.MoveTo(new Vector2(0, allowSeeking ? 0 : bottom_bar_height), transition_duration, Easing.In);
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info.Margin = new MarginPadding { Bottom = Height - (allowSeeking ? 0 : handle_size.Y) };
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}
protected override void PopIn()
{
updateBarVisibility();
this.FadeIn(500, Easing.OutQuint);
}
protected override void PopOut()
{
this.FadeOut(100);
}
protected override void Update()
{
base.Update();
if (objects == null)
return;
double gameplayTime = gameplayClock?.CurrentTime ?? Time.Current;
double frameStableTime = ReferenceClock?.CurrentTime ?? gameplayTime;
double progress = Math.Min(1, (frameStableTime - firstHitTime) / (lastHitTime - firstHitTime));
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bar.CurrentTime = gameplayTime;
graph.Progress = (int)(graph.ColumnCount * progress);
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}
}
}