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osu-lazer/osu.Game/Screens/Select/Details/AdvancedStats.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;
using osuTK.Graphics;
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using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
using osu.Game.Beatmaps;
using osu.Framework.Bindables;
using System.Collections.Generic;
using osu.Game.Rulesets.Mods;
using System.Linq;
using osu.Framework.Threading;
using osu.Framework.Utils;
using osu.Game.Configuration;
using osu.Game.Overlays.Settings;
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namespace osu.Game.Screens.Select.Details
{
public class AdvancedStats : Container
{
[Resolved]
private IBindable<IReadOnlyList<Mod>> mods { get; set; }
protected readonly StatisticRow FirstValue, HpDrain, Accuracy, ApproachRate;
private readonly StatisticRow starDifficulty;
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private BeatmapInfo beatmap;
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public BeatmapInfo Beatmap
{
get => beatmap;
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set
{
if (value == beatmap) return;
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beatmap = value;
updateStatistics();
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}
}
public AdvancedStats()
{
Child = new FillFlowContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Spacing = new Vector2(4f),
Children = new[]
{
FirstValue = new StatisticRow(), //circle size/key amount
HpDrain = new StatisticRow { Title = "HP Drain" },
Accuracy = new StatisticRow { Title = "Accuracy" },
ApproachRate = new StatisticRow { Title = "Approach Rate" },
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starDifficulty = new StatisticRow(10, true) { Title = "Star Difficulty" },
},
};
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
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{
starDifficulty.AccentColour = colours.Yellow;
}
protected override void LoadComplete()
{
base.LoadComplete();
mods.BindValueChanged(modsChanged, true);
}
private readonly List<ISettingsItem> references = new List<ISettingsItem>();
private void modsChanged(ValueChangedEvent<IReadOnlyList<Mod>> mods)
{
// TODO: find a more permanent solution for this if/when it is needed in other components.
// this is generating drawables for the only purpose of storing bindable references.
foreach (var r in references)
r.Dispose();
references.Clear();
ScheduledDelegate debounce = null;
foreach (var mod in mods.NewValue.OfType<IApplicableToDifficulty>())
{
foreach (var setting in mod.CreateSettingsControls().OfType<ISettingsItem>())
{
setting.SettingChanged += () =>
{
debounce?.Cancel();
debounce = Scheduler.AddDelayed(updateStatistics, 100);
};
references.Add(setting);
}
}
updateStatistics();
}
private void updateStatistics()
{
BeatmapDifficulty baseDifficulty = Beatmap?.BaseDifficulty;
BeatmapDifficulty adjustedDifficulty = null;
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if (baseDifficulty != null && mods.Value.Any(m => m is IApplicableToDifficulty))
{
adjustedDifficulty = baseDifficulty.Clone();
foreach (var mod in mods.Value.OfType<IApplicableToDifficulty>())
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mod.ApplyToDifficulty(adjustedDifficulty);
}
switch (Beatmap?.Ruleset?.ID ?? 0)
{
case 3:
// Account for mania differences locally for now
// Eventually this should be handled in a more modular way, allowing rulesets to return arbitrary difficulty attributes
FirstValue.Title = "Key Count";
FirstValue.Value = (baseDifficulty?.CircleSize ?? 0, null);
break;
default:
FirstValue.Title = "Circle Size";
FirstValue.Value = (baseDifficulty?.CircleSize ?? 0, adjustedDifficulty?.CircleSize);
break;
}
starDifficulty.Value = ((float)(Beatmap?.StarDifficulty ?? 0), null);
HpDrain.Value = (baseDifficulty?.DrainRate ?? 0, adjustedDifficulty?.DrainRate);
Accuracy.Value = (baseDifficulty?.OverallDifficulty ?? 0, adjustedDifficulty?.OverallDifficulty);
ApproachRate.Value = (baseDifficulty?.ApproachRate ?? 0, adjustedDifficulty?.ApproachRate);
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}
public class StatisticRow : Container, IHasAccentColour
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{
private const float value_width = 25;
private const float name_width = 70;
private readonly float maxValue;
private readonly bool forceDecimalPlaces;
private readonly OsuSpriteText name, valueText;
private readonly Bar bar;
public readonly Bar ModBar;
[Resolved]
private OsuColour colours { get; set; }
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public string Title
{
get => name.Text;
set => name.Text = value;
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}
private (float baseValue, float? adjustedValue) value;
public (float baseValue, float? adjustedValue) Value
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{
get => value;
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set
{
if (value == this.value)
return;
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this.value = value;
bar.Length = value.baseValue / maxValue;
valueText.Text = (value.adjustedValue ?? value.baseValue).ToString(forceDecimalPlaces ? "0.00" : "0.##");
ModBar.Length = (value.adjustedValue ?? 0) / maxValue;
if (Precision.AlmostEquals(value.baseValue, value.adjustedValue ?? value.baseValue, 0.05f))
ModBar.AccentColour = valueText.Colour = Color4.White;
else if (value.adjustedValue > value.baseValue)
ModBar.AccentColour = valueText.Colour = colours.Red;
else if (value.adjustedValue < value.baseValue)
ModBar.AccentColour = valueText.Colour = colours.BlueDark;
}
}
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public Color4 AccentColour
{
get => bar.AccentColour;
set => bar.AccentColour = value;
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}
public StatisticRow(float maxValue = 10, bool forceDecimalPlaces = false)
{
this.maxValue = maxValue;
this.forceDecimalPlaces = forceDecimalPlaces;
RelativeSizeAxes = Axes.X;
AutoSizeAxes = Axes.Y;
Children = new Drawable[]
{
new Container
{
Width = name_width,
AutoSizeAxes = Axes.Y,
Child = name = new OsuSpriteText
{
Font = OsuFont.GetFont(size: 13)
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},
},
bar = new Bar
{
Origin = Anchor.CentreLeft,
Anchor = Anchor.CentreLeft,
RelativeSizeAxes = Axes.X,
Height = 5,
BackgroundColour = Color4.White.Opacity(0.5f),
Padding = new MarginPadding { Left = name_width + 10, Right = value_width + 10 },
},
ModBar = new Bar
{
Origin = Anchor.CentreLeft,
Anchor = Anchor.CentreLeft,
RelativeSizeAxes = Axes.X,
Alpha = 0.5f,
Height = 5,
Padding = new MarginPadding { Left = name_width + 10, Right = value_width + 10 },
},
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new Container
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Width = value_width,
RelativeSizeAxes = Axes.Y,
Child = valueText = new OsuSpriteText
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{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Font = OsuFont.GetFont(size: 13)
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},
},
};
}
}
}
}