1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-06 02:37:25 +08:00
osu-lazer/osu.Game/Screens/Play/HUD/SoloGameplayLeaderboard.cs

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

119 lines
4.2 KiB
C#
Raw Normal View History

// 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.
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
2022-09-26 21:11:38 +08:00
using osu.Framework.Graphics;
using osu.Game.Configuration;
2022-11-18 14:47:31 +08:00
using osu.Game.Online.API.Requests;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Screens.Select;
using osu.Game.Users;
namespace osu.Game.Screens.Play.HUD
{
public partial class SoloGameplayLeaderboard : GameplayLeaderboard
{
2022-09-26 21:11:38 +08:00
private const int duration = 100;
private readonly Bindable<bool> configVisibility = new Bindable<bool>();
2022-11-18 14:50:41 +08:00
private readonly Bindable<PlayBeatmapDetailArea.TabType> scoreSource = new Bindable<PlayBeatmapDetailArea.TabType>();
private readonly IUser trackingUser;
public readonly IBindableList<ScoreInfo> Scores = new BindableList<ScoreInfo>();
// hold references to ensure bindables are updated.
private readonly List<Bindable<long>> scoreBindables = new List<Bindable<long>>();
[Resolved]
private ScoreProcessor scoreProcessor { get; set; } = null!;
[Resolved]
private ScoreManager scoreManager { get; set; } = null!;
2022-09-27 13:43:08 +08:00
/// <summary>
/// Whether the leaderboard should be visible regardless of the configuration value.
/// This is true by default, but can be changed.
/// </summary>
public readonly Bindable<bool> AlwaysVisible = new Bindable<bool>(true);
public SoloGameplayLeaderboard(IUser trackingUser)
{
this.trackingUser = trackingUser;
}
2022-09-26 21:11:38 +08:00
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
config.BindWith(OsuSetting.GameplayLeaderboard, configVisibility);
2022-11-18 14:50:41 +08:00
config.BindWith(OsuSetting.BeatmapDetailTab, scoreSource);
2022-09-26 21:11:38 +08:00
}
protected override void LoadComplete()
{
base.LoadComplete();
2022-11-18 14:50:41 +08:00
Scores.BindCollectionChanged((_, _) => Scheduler.AddOnce(showScores), true);
2022-09-26 21:11:38 +08:00
// Alpha will be updated via `updateVisibility` below.
Alpha = 0;
2022-09-27 13:43:08 +08:00
AlwaysVisible.BindValueChanged(_ => updateVisibility());
2022-09-26 21:11:38 +08:00
configVisibility.BindValueChanged(_ => updateVisibility(), true);
}
private void showScores()
{
Clear();
scoreBindables.Clear();
if (!Scores.Any())
return;
foreach (var s in Scores)
{
var score = Add(s.User, false);
var bindableTotal = scoreManager.GetBindableTotalScore(s);
// Direct binding not possible due to differing types (see https://github.com/ppy/osu/issues/20298).
bindableTotal.BindValueChanged(total => score.TotalScore.Value = total.NewValue, true);
scoreBindables.Add(bindableTotal);
score.Accuracy.Value = s.Accuracy;
score.Combo.Value = s.MaxCombo;
score.DisplayOrder.Value = s.OnlineID > 0 ? s.OnlineID : s.Date.ToUnixTimeSeconds();
}
ILeaderboardScore local = Add(trackingUser, true);
local.TotalScore.BindTarget = scoreProcessor.TotalScore;
local.Accuracy.BindTarget = scoreProcessor.Accuracy;
local.Combo.BindTarget = scoreProcessor.HighestCombo;
// Local score should always show lower than any existing scores in cases of ties.
local.DisplayOrder.Value = long.MaxValue;
}
2022-09-26 21:11:38 +08:00
protected override bool CheckValidScorePosition(int i)
{
2022-11-18 14:50:41 +08:00
// change displayed position to '-' when there are 50 already submitted scores and tracked score is last
if (scoreSource.Value != PlayBeatmapDetailArea.TabType.Local)
{
if (i == Flow.Count && Flow.Count > GetScoresRequest.MAX_SCORES_PER_REQUEST)
return false;
}
return base.CheckValidScorePosition(i);
}
2022-09-26 21:11:38 +08:00
private void updateVisibility() =>
2022-09-27 13:43:08 +08:00
this.FadeTo(AlwaysVisible.Value || configVisibility.Value ? 1 : 0, duration);
}
}