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osu-lazer/osu.Game/Screens/Play/HUD/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.
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
namespace osu.Game.Screens.Play.HUD
{
public abstract partial class SongProgress : OverlayContainer, ISkinnableDrawable
{
// Some implementations of this element allow seeking during gameplay playback.
// Set a sane default of never handling input to override the behaviour provided by OverlayContainer.
public override bool HandleNonPositionalInput => false;
public override bool HandlePositionalInput => false;
protected override bool BlockScrollInput => false;
public bool UsesFixedAnchor { get; set; }
[Resolved]
protected IGameplayClock GameplayClock { get; private set; } = null!;
[Resolved(canBeNull: true)]
private DrawableRuleset? drawableRuleset { get; set; }
private IClock? referenceClock;
private IEnumerable<HitObject>? objects;
public IEnumerable<HitObject> Objects
{
set
{
objects = value;
FirstHitTime = objects.FirstOrDefault()?.StartTime ?? 0;
//TODO: this isn't always correct (consider mania where a non-last object may last for longer than the last in the list).
LastHitTime = objects.LastOrDefault()?.GetEndTime() ?? 0;
UpdateObjects(objects);
}
}
protected override void LoadComplete()
{
base.LoadComplete();
Show();
}
protected double FirstHitTime { get; private set; }
protected double LastHitTime { get; private set; }
protected abstract void UpdateProgress(double progress, bool isIntro);
protected virtual void UpdateObjects(IEnumerable<HitObject> objects) { }
[BackgroundDependencyLoader]
private void load()
{
if (drawableRuleset != null)
{
Objects = drawableRuleset.Objects;
referenceClock = drawableRuleset.FrameStableClock;
}
}
protected override void Update()
{
base.Update();
if (objects == null)
return;
// The reference clock is used to accurately tell the playfield's time. This is obtained from the drawable ruleset.
// However, if no drawable ruleset is available (i.e. used in tests), we fall back to the gameplay clock.
double currentTime = referenceClock?.CurrentTime ?? GameplayClock.CurrentTime;
bool isInIntro = currentTime < FirstHitTime;
if (isInIntro)
{
double introStartTime = GameplayClock.StartTime;
double introOffsetCurrent = currentTime - introStartTime;
double introDuration = FirstHitTime - introStartTime;
UpdateProgress(introOffsetCurrent / introDuration, true);
}
else
{
double objectOffsetCurrent = currentTime - FirstHitTime;
double objectDuration = LastHitTime - FirstHitTime;
if (objectDuration == 0)
UpdateProgress(0, false);
else
UpdateProgress(objectOffsetCurrent / objectDuration, false);
}
}
}
}