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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;
using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
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, ISerialisableDrawable
{
// 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 => Interactive.Value;
public override bool HandlePositionalInput => Interactive.Value;
protected override bool BlockScrollInput => false;
/// <summary>
/// Whether interaction should be allowed (ie. seeking). If <c>false</c>, interaction controls will not be displayed.
/// </summary>
/// <remarks>
/// By default, this will be automatically decided based on the gameplay state.
/// </remarks>
public readonly Bindable<bool> Interactive = new Bindable<bool>();
public bool UsesFixedAnchor { get; set; }
[Resolved]
protected IGameplayClock GameplayClock { get; private set; } = null!;
[Resolved]
private IFrameStableClock? frameStableClock { get; set; }
/// <summary>
/// The reference clock is used to accurately tell the current playfield's time (including catch-up lag).
/// However, if none is available (i.e. used in tests), we fall back to the gameplay clock.
/// </summary>
protected IClock FrameStableClock => frameStableClock ?? GameplayClock;
private IEnumerable<HitObject>? objects;
public IEnumerable<HitObject> Objects
{
set
{
objects = value;
(FirstHitTime, LastHitTime) = BeatmapExtensions.CalculatePlayableBounds(objects);
UpdateObjects(objects);
}
}
protected override void LoadComplete()
{
base.LoadComplete();
Show();
}
protected double FirstHitTime { get; private set; }
protected double LastHitTime { get; private set; }
/// <summary>
/// Called every update frame with current progress information.
/// </summary>
/// <param name="progress">Current (visual) progress through the beatmap (0..1).</param>
/// <param name="isIntro">If <c>true</c>, progress is (0..1) through the intro.</param>
protected abstract void UpdateProgress(double progress, bool isIntro);
protected virtual void UpdateObjects(IEnumerable<HitObject> objects) { }
[BackgroundDependencyLoader]
private void load(DrawableRuleset? drawableRuleset, Player? player)
{
if (drawableRuleset != null)
{
if (player?.Configuration.AllowUserInteraction == true)
((IBindable<bool>)Interactive).BindTo(drawableRuleset.HasReplayLoaded);
Objects = drawableRuleset.Objects;
}
}
protected override void PopIn() => this.FadeIn(500, Easing.OutQuint);
protected override void PopOut() => this.FadeOut(100);
protected override void Update()
{
base.Update();
if (objects == null)
return;
double currentTime = Math.Min(FrameStableClock.CurrentTime, LastHitTime);
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);
}
}
}
}