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mirror of https://github.com/ppy/osu.git synced 2024-12-15 02:42:54 +08:00

Add UI state display for each client's beatmap availability

This commit is contained in:
Salman Ahmed 2021-01-18 11:09:45 +03:00
parent bd44bf8c0b
commit 6deb10e075
2 changed files with 119 additions and 76 deletions

View File

@ -143,7 +143,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Participants
const double fade_time = 50;
userStateDisplay.Status = User.State;
userStateDisplay.UpdateStatus(User.State, User.BeatmapAvailability);
if (Room.Host?.Equals(User) == true)
crown.FadeIn(fade_time);

View File

@ -1,6 +1,7 @@
// 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.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
@ -8,119 +9,161 @@ using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Participants
{
public class StateDisplay : CompositeDrawable
{
private const double fade_time = 50;
private SpriteIcon icon;
private OsuSpriteText text;
private ProgressBar progressBar;
public StateDisplay()
{
AutoSizeAxes = Axes.Both;
Alpha = 0;
}
private MultiplayerUserState status;
private OsuSpriteText text;
private SpriteIcon icon;
private const double fade_time = 50;
public MultiplayerUserState Status
{
set
{
if (value == status)
return;
status = value;
if (IsLoaded)
updateStatus();
}
}
[BackgroundDependencyLoader]
private void load()
private void load(OsuColour colours)
{
this.colours = colours;
InternalChild = new FillFlowContainer
{
AutoSizeAxes = Axes.Both,
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
Spacing = new Vector2(5),
Children = new Drawable[]
{
text = new OsuSpriteText
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
Font = OsuFont.GetFont(weight: FontWeight.Regular, size: 12),
Colour = Color4Extensions.FromHex("#DDFFFF")
},
icon = new SpriteIcon
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
Icon = FontAwesome.Solid.CheckCircle,
Size = new Vector2(12),
}
},
new CircularContainer
{
Masking = true,
AutoSizeAxes = Axes.Both,
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
Children = new Drawable[]
{
progressBar = new ProgressBar(false)
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
BackgroundColour = Color4.Black.Opacity(0.4f),
FillColour = colours.Blue,
Alpha = 0f,
},
text = new OsuSpriteText
{
Padding = new MarginPadding { Horizontal = 5f, Vertical = 1f },
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
Font = OsuFont.GetFont(weight: FontWeight.Regular, size: 12),
Colour = Color4Extensions.FromHex("#DDFFFF")
},
}
},
}
};
}
protected override void LoadComplete()
{
base.LoadComplete();
updateStatus();
}
private OsuColour colours;
[Resolved]
private OsuColour colours { get; set; }
private void updateStatus()
public void UpdateStatus(MultiplayerUserState state, BeatmapAvailability availability)
{
switch (status)
if (availability.State != DownloadState.LocallyAvailable)
{
default:
this.FadeOut(fade_time);
return;
switch (availability.State)
{
case DownloadState.NotDownloaded:
progressBar.FadeOut(fade_time);
text.Text = "no map";
icon.Icon = FontAwesome.Solid.MinusCircle;
icon.Colour = colours.RedLight;
break;
case MultiplayerUserState.Ready:
text.Text = "ready";
icon.Icon = FontAwesome.Solid.CheckCircle;
icon.Colour = Color4Extensions.FromHex("#AADD00");
break;
case DownloadState.Downloading:
Debug.Assert(availability.DownloadProgress != null);
case MultiplayerUserState.WaitingForLoad:
text.Text = "loading";
icon.Icon = FontAwesome.Solid.PauseCircle;
icon.Colour = colours.Yellow;
break;
var progress = availability.DownloadProgress.Value;
progressBar.FadeIn(fade_time);
progressBar.CurrentTime = progress;
case MultiplayerUserState.Loaded:
text.Text = "loaded";
icon.Icon = FontAwesome.Solid.DotCircle;
icon.Colour = colours.YellowLight;
break;
text.Text = "downloading map";
icon.Icon = FontAwesome.Solid.ArrowAltCircleDown;
icon.Colour = colours.Blue;
break;
case MultiplayerUserState.Playing:
text.Text = "playing";
icon.Icon = FontAwesome.Solid.PlayCircle;
icon.Colour = colours.BlueLight;
break;
case DownloadState.Importing:
progressBar.FadeOut(fade_time);
text.Text = "importing map";
icon.Icon = FontAwesome.Solid.ArrowAltCircleDown;
icon.Colour = colours.Yellow;
break;
}
}
else
{
progressBar.FadeOut(fade_time);
case MultiplayerUserState.FinishedPlay:
text.Text = "results pending";
icon.Icon = FontAwesome.Solid.ArrowAltCircleUp;
icon.Colour = colours.BlueLighter;
break;
switch (state)
{
default:
this.FadeOut(fade_time);
return;
case MultiplayerUserState.Results:
text.Text = "results";
icon.Icon = FontAwesome.Solid.ArrowAltCircleUp;
icon.Colour = colours.BlueLighter;
break;
case MultiplayerUserState.Ready:
text.Text = "ready";
icon.Icon = FontAwesome.Solid.CheckCircle;
icon.Colour = Color4Extensions.FromHex("#AADD00");
break;
case MultiplayerUserState.WaitingForLoad:
text.Text = "loading";
icon.Icon = FontAwesome.Solid.PauseCircle;
icon.Colour = colours.Yellow;
break;
case MultiplayerUserState.Loaded:
text.Text = "loaded";
icon.Icon = FontAwesome.Solid.DotCircle;
icon.Colour = colours.YellowLight;
break;
case MultiplayerUserState.Playing:
text.Text = "playing";
icon.Icon = FontAwesome.Solid.PlayCircle;
icon.Colour = colours.BlueLight;
break;
case MultiplayerUserState.FinishedPlay:
text.Text = "results pending";
icon.Icon = FontAwesome.Solid.ArrowAltCircleUp;
icon.Colour = colours.BlueLighter;
break;
case MultiplayerUserState.Results:
text.Text = "results";
icon.Icon = FontAwesome.Solid.ArrowAltCircleUp;
icon.Colour = colours.BlueLighter;
break;
}
}
this.FadeIn(fade_time);