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osu-lazer/osu.Game/Beatmaps/Drawables/DifficultyIcon.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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#nullable disable
using System;
using System.Collections.Generic;
using JetBrains.Annotations;
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using osu.Framework.Allocation;
using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Effects;
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using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
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using osuTK;
using osuTK.Graphics;
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namespace osu.Game.Beatmaps.Drawables
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{
public class DifficultyIcon : CompositeDrawable, IHasCustomTooltip<DifficultyIconTooltipContent>
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{
private readonly Container iconContainer;
/// <summary>
/// Size of this difficulty icon.
/// </summary>
public new Vector2 Size
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{
get => iconContainer.Size;
set => iconContainer.Size = value;
}
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[NotNull]
private readonly IBeatmapInfo beatmapInfo;
[CanBeNull]
private readonly IRulesetInfo ruleset;
[CanBeNull]
private readonly IReadOnlyList<Mod> mods;
private readonly bool shouldShowTooltip;
private readonly bool performBackgroundDifficultyLookup;
private readonly Bindable<StarDifficulty> difficultyBindable = new Bindable<StarDifficulty>();
private Drawable background;
/// <summary>
/// Creates a new <see cref="DifficultyIcon"/> with a given <see cref="RulesetInfo"/> and <see cref="Mod"/> combination.
/// </summary>
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/// <param name="beatmapInfo">The beatmap to show the difficulty of.</param>
/// <param name="ruleset">The ruleset to show the difficulty with.</param>
/// <param name="mods">The mods to show the difficulty with.</param>
/// <param name="shouldShowTooltip">Whether to display a tooltip when hovered.</param>
/// <param name="performBackgroundDifficultyLookup">Whether to perform difficulty lookup (including calculation if necessary).</param>
public DifficultyIcon([NotNull] IBeatmapInfo beatmapInfo, [CanBeNull] IRulesetInfo ruleset, [CanBeNull] IReadOnlyList<Mod> mods, bool shouldShowTooltip = true,
bool performBackgroundDifficultyLookup = true)
: this(beatmapInfo, shouldShowTooltip, performBackgroundDifficultyLookup)
{
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this.ruleset = ruleset ?? beatmapInfo.Ruleset;
this.mods = mods ?? Array.Empty<Mod>();
}
/// <summary>
/// Creates a new <see cref="DifficultyIcon"/> that follows the currently-selected ruleset and mods.
/// </summary>
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/// <param name="beatmapInfo">The beatmap to show the difficulty of.</param>
/// <param name="shouldShowTooltip">Whether to display a tooltip when hovered.</param>
/// <param name="performBackgroundDifficultyLookup">Whether to perform difficulty lookup (including calculation if necessary).</param>
public DifficultyIcon([NotNull] IBeatmapInfo beatmapInfo, bool shouldShowTooltip = true, bool performBackgroundDifficultyLookup = true)
{
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this.beatmapInfo = beatmapInfo ?? throw new ArgumentNullException(nameof(beatmapInfo));
this.shouldShowTooltip = shouldShowTooltip;
this.performBackgroundDifficultyLookup = performBackgroundDifficultyLookup;
AutoSizeAxes = Axes.Both;
InternalChild = iconContainer = new Container { Size = new Vector2(20f) };
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}
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[Resolved]
private IRulesetStore rulesets { get; set; }
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[BackgroundDependencyLoader]
private void load(OsuColour colours)
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{
iconContainer.Children = new Drawable[]
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{
new CircularContainer
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Masking = true,
EdgeEffect = new EdgeEffectParameters
{
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Colour = Color4.Black.Opacity(0.06f),
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Type = EdgeEffectType.Shadow,
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Radius = 3,
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},
Child = background = new Box
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{
RelativeSizeAxes = Axes.Both,
Colour = colours.ForStarDifficulty(beatmapInfo.StarRating) // Default value that will be re-populated once difficulty calculation completes
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},
},
new ConstrainedIconContainer
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
// the null coalesce here is only present to make unit tests work (ruleset dlls aren't copied correctly for testing at the moment)
Icon = getRulesetIcon()
},
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};
if (performBackgroundDifficultyLookup)
iconContainer.Add(new DelayedLoadUnloadWrapper(createDifficultyRetriever, 0));
else
difficultyBindable.Value = new StarDifficulty(beatmapInfo.StarRating, 0);
difficultyBindable.BindValueChanged(difficulty => background.Colour = colours.ForStarDifficulty(difficulty.NewValue.Stars));
}
private Drawable createDifficultyRetriever()
{
if (ruleset != null && mods != null)
return new DifficultyRetriever(beatmapInfo, ruleset, mods) { StarDifficulty = { BindTarget = difficultyBindable } };
return new DifficultyRetriever(beatmapInfo) { StarDifficulty = { BindTarget = difficultyBindable } };
}
private Drawable getRulesetIcon()
{
int? onlineID = (ruleset ?? beatmapInfo.Ruleset).OnlineID;
if (onlineID >= 0 && rulesets.GetRuleset(onlineID.Value)?.CreateInstance() is Ruleset rulesetInstance)
return rulesetInstance.CreateIcon();
return new SpriteIcon { Icon = FontAwesome.Regular.QuestionCircle };
}
ITooltip<DifficultyIconTooltipContent> IHasCustomTooltip<DifficultyIconTooltipContent>.
GetCustomTooltip() => new DifficultyIconTooltip();
DifficultyIconTooltipContent IHasCustomTooltip<DifficultyIconTooltipContent>.
TooltipContent => shouldShowTooltip ? new DifficultyIconTooltipContent(beatmapInfo, difficultyBindable) : null;
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}
}