1
0
mirror of https://github.com/ppy/osu.git synced 2025-01-28 06:03:08 +08:00

Nuke calculating everything

The whole component is pointless so I'm just going to nuke for now I
guess. Kind of makes the whole refactor effort pointless but oh well?

To expand on this, the implementation was actually incorrect as pointed
out at https://github.com/ppy/osu/pull/18819#pullrequestreview-1017886035.
This commit is contained in:
Dean Herbert 2022-06-24 14:22:38 +09:00
parent 12ea8369ee
commit 28837693e5
3 changed files with 5 additions and 134 deletions

View File

@ -1,50 +0,0 @@
// 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 osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osuTK;
namespace osu.Game.Beatmaps.Drawables
{
/// <summary>
/// A difficulty icon which automatically calculates difficulty in the background.
/// </summary>
public class CalculatingDifficultyIcon : CompositeDrawable
{
/// <summary>
/// Size of this difficulty icon.
/// </summary>
public new Vector2 Size
{
get => difficultyIcon.Size;
set => difficultyIcon.Size = value;
}
public bool ShowTooltip
{
get => difficultyIcon.ShowTooltip;
set => difficultyIcon.ShowTooltip = value;
}
private readonly DifficultyIcon difficultyIcon;
/// <summary>
/// Creates a new <see cref="CalculatingDifficultyIcon"/> that follows the currently-selected ruleset and mods.
/// </summary>
/// <param name="beatmapInfo">The beatmap to show the difficulty of.</param>
public CalculatingDifficultyIcon(IBeatmapInfo beatmapInfo)
{
AutoSizeAxes = Axes.Both;
InternalChildren = new Drawable[]
{
difficultyIcon = new DifficultyIcon(beatmapInfo),
new DelayedLoadUnloadWrapper(() => new DifficultyRetriever(beatmapInfo) { StarDifficulty = { BindTarget = difficultyIcon.Current } }, 0)
{
RelativeSizeAxes = Axes.Both,
}
};
}
}
}

View File

@ -1,83 +0,0 @@
// 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.Threading;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Beatmaps.Drawables
{
/// <summary>
/// A component solely responsible for calculating difficulty in the background.
/// Intended for use with <see cref="DelayedLoadWrapper"/> to only run processing when usage is on-screen.
/// </summary>
public class DifficultyRetriever : Component
{
/// <summary>
/// The bindable star difficulty.
/// </summary>
public IBindable<StarDifficulty> StarDifficulty => starDifficulty;
private readonly Bindable<StarDifficulty> starDifficulty = new Bindable<StarDifficulty>();
private readonly IBeatmapInfo beatmapInfo;
private readonly IRulesetInfo? ruleset;
private readonly IReadOnlyList<Mod>? mods;
private readonly CancellationTokenSource difficultyCancellation = new CancellationTokenSource();
[Resolved]
private BeatmapDifficultyCache difficultyCache { get; set; } = null!;
/// <summary>
/// Construct a difficulty retriever that tracks the current ruleset / mod selection.
/// </summary>
/// <param name="beatmapInfo">The beatmap to use for calculation.</param>
public DifficultyRetriever(IBeatmapInfo beatmapInfo)
{
this.beatmapInfo = beatmapInfo;
}
/// <summary>
/// Construct a difficulty retriever that is calculated only once for the specified ruleset / mod combination.
/// This will not track global ruleset and mod changes.
/// </summary>
/// <param name="beatmapInfo">The beatmap to use for calculation.</param>
/// <param name="ruleset">The ruleset to use for calculation.</param>
/// <param name="mods">The mods to use for calculation.</param>
public DifficultyRetriever(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset, IReadOnlyList<Mod> mods)
{
this.beatmapInfo = beatmapInfo;
this.ruleset = ruleset;
this.mods = mods;
}
private IBindable<StarDifficulty?> localStarDifficulty = null!;
[BackgroundDependencyLoader]
private void load()
{
localStarDifficulty = ruleset != null
? difficultyCache.GetBindableDifficulty(beatmapInfo, ruleset, mods, difficultyCancellation.Token)
: difficultyCache.GetBindableDifficulty(beatmapInfo, difficultyCancellation.Token);
localStarDifficulty.BindValueChanged(d =>
{
if (d.NewValue is StarDifficulty diff)
starDifficulty.Value = diff;
});
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
difficultyCancellation.Cancel();
}
}
}

View File

@ -53,7 +53,9 @@ namespace osu.Game.Screens.Select.Carousel
private Action<BeatmapInfo> hideRequested;
private Triangles triangles;
private StarCounter starCounter;
private DifficultyIcon difficultyIcon;
[Resolved(CanBeNull = true)]
private BeatmapSetOverlay beatmapOverlay { get; set; }
@ -113,7 +115,7 @@ namespace osu.Game.Screens.Select.Carousel
Origin = Anchor.CentreLeft,
Children = new Drawable[]
{
new CalculatingDifficultyIcon(beatmapInfo)
difficultyIcon = new DifficultyIcon(beatmapInfo)
{
ShowTooltip = false,
Scale = new Vector2(1.8f),
@ -217,6 +219,8 @@ namespace osu.Game.Screens.Select.Carousel
starDifficultyBindable.BindValueChanged(d =>
{
starCounter.Current = (float)(d.NewValue?.Stars ?? 0);
if (d.NewValue != null)
difficultyIcon.Current.Value = d.NewValue.Value;
}, true);
}