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osu-lazer/osu.Game/Screens/Play/HUD/DefaultSongProgress.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 System.Collections.Generic;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Configuration;
using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI;
using osuTK;
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namespace osu.Game.Screens.Play.HUD
{
public partial class DefaultSongProgress : SongProgress
{
private const float bottom_bar_height = 5;
private const float graph_height = SquareGraph.Column.WIDTH * 6;
private const float handle_height = 18;
private static readonly Vector2 handle_size = new Vector2(10, handle_height);
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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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/// <summary>
/// Whether seeking is allowed and the progress bar should be shown.
/// </summary>
public readonly Bindable<bool> AllowSeeking = new Bindable<bool>();
[SettingSource("Show difficulty graph", "Whether a graph displaying difficulty throughout the beatmap should be shown")]
public Bindable<bool> ShowGraph { get; } = new BindableBool(true);
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public override bool HandleNonPositionalInput => AllowSeeking.Value;
public override bool HandlePositionalInput => AllowSeeking.Value;
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[Resolved]
private Player? player { get; set; }
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[Resolved]
private DrawableRuleset? drawableRuleset { get; set; }
public DefaultSongProgress()
{
RelativeSizeAxes = Axes.X;
Anchor = Anchor.BottomRight;
Origin = Anchor.BottomRight;
Children = new Drawable[]
{
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info = new SongProgressInfo
{
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Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
RelativeSizeAxes = Axes.X,
},
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)
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
OnSeek = time => player?.Seek(time),
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},
};
}
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[BackgroundDependencyLoader(true)]
private void load(OsuColour colours)
{
base.LoadComplete();
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if (drawableRuleset != null)
{
if (player?.Configuration.AllowUserInteraction == true)
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((IBindable<bool>)AllowSeeking).BindTo(drawableRuleset.HasReplayLoaded);
}
graph.FillColour = bar.FillColour = colours.BlueLighter;
}
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protected override void LoadComplete()
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{
AllowSeeking.BindValueChanged(_ => updateBarVisibility(), true);
ShowGraph.BindValueChanged(_ => updateGraphVisibility(), true);
}
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protected override void PopIn()
{
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this.FadeIn(500, Easing.OutQuint);
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}
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protected override void PopOut()
{
this.FadeOut(100);
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}
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protected override void UpdateObjects(IEnumerable<HitObject> objects)
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{
graph.Objects = objects;
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info.StartTime = FirstHitTime;
info.EndTime = LastHitTime;
bar.StartTime = FirstHitTime;
bar.EndTime = LastHitTime;
}
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protected override void UpdateProgress(double progress, bool isIntro)
{
bar.CurrentTime = GameplayClock.CurrentTime;
if (isIntro)
graph.Progress = 0;
else
graph.Progress = (int)(graph.ColumnCount * progress);
}
protected override void Update()
{
base.Update();
Height = bottom_bar_height + graph_height + handle_size.Y + info.Height - graph.Y;
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}
private void updateBarVisibility()
{
bar.ShowHandle = AllowSeeking.Value;
updateInfoMargin();
}
private void updateGraphVisibility()
{
float barHeight = bottom_bar_height + handle_size.Y;
bar.ResizeHeightTo(ShowGraph.Value ? barHeight + graph_height : barHeight, transition_duration, Easing.In);
graph.FadeTo(ShowGraph.Value ? 1 : 0, transition_duration, Easing.In);
updateInfoMargin();
}
private void updateInfoMargin()
{
float finalMargin = bottom_bar_height + (AllowSeeking.Value ? handle_size.Y : 0) + (ShowGraph.Value ? graph_height : 0);
info.TransformTo(nameof(info.Margin), new MarginPadding { Bottom = finalMargin }, transition_duration, Easing.In);
}
}
}