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https://github.com/ppy/osu.git
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Allow for the Value of BeatmapInfoDrawable to be formatted
This commit is contained in:
parent
502bfa950e
commit
a435e365ea
@ -2,12 +2,14 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Localisation;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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@ -20,12 +22,13 @@ using osu.Game.Resources.Localisation.Web;
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namespace osu.Game.Skinning.Components
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{
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[UsedImplicitly]
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public class BeatmapInfoDrawable : Container, ISkinnableDrawable, IHasTooltip
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public class BeatmapInfoDrawable : Container, ISkinnableDrawable
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{
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private const BeatmapInfo default_beatmap_info = BeatmapInfo.StarRating;
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public bool UsesFixedAnchor { get; set; }
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[SettingSource("Tracked Beatmap Info", "Which part of the BeatmapInformation should be tracked")]
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public Bindable<BeatmapInfo> Type { get; } = new Bindable<BeatmapInfo>(BeatmapInfo.StarRating);
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[SettingSource("Tracked Beatmap Info/Label", "Which part of the BeatmapInformation should be displayed. Gets overridden by complex changes to ValueFormat")]
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public Bindable<BeatmapInfo> Type { get; } = new Bindable<BeatmapInfo>(default_beatmap_info);
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[SettingSource("Show Label", "Should a Label be shown, as to which status is currently Displayed?")]
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public BindableBool ShowLabel { get; } = new BindableBool(true);
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@ -45,26 +48,37 @@ namespace osu.Game.Skinning.Components
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[SettingSource("Show Label Suffix", "Should the Label Suffix be included?")]
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public BindableBool ShowLabelSuffix { get; } = new BindableBool(true);
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[SettingSource("Value Prefix", "Add something to be shown before the Value")]
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public Bindable<string> ValuePrefix { get; set; } = new Bindable<string>("");
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[SettingSource("Show Value Prefix", "Should the Value Prefix be included?")]
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public BindableBool ShowValuePrefix { get; } = new BindableBool();
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[SettingSource("Value Suffix", "Add something to be shown after the Value")]
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public Bindable<string> ValueSuffix { get; set; } = new Bindable<string>("");
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[SettingSource("Show Value Suffix", "Should the Value Suffix be included?")]
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public BindableBool ShowValueSuffix { get; } = new BindableBool();
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[SettingSource("Value Formatting", "Bypass the restriction of 1 Info per element. Format is '{'+Type+'}' to substitue values. e.g. '{Song}' ")]
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public Bindable<string> ValueFormat { get; set; } = new Bindable<string>("{" + default_beatmap_info + "}");
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; } = null!;
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private readonly Dictionary<BeatmapInfo, LocalisableString> valueDictionary = new Dictionary<BeatmapInfo, LocalisableString>();
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private static readonly ImmutableDictionary<BeatmapInfo, LocalisableString> label_dictionary;
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private readonly OsuSpriteText text;
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public LocalisableString TooltipText { get; set; }
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private LocalisableString value;
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private LocalisableString labelText;
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static BeatmapInfoDrawable()
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{
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label_dictionary = new Dictionary<BeatmapInfo, LocalisableString>
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{
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[BeatmapInfo.CircleSize] = BeatmapsetsStrings.ShowStatsCs,
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[BeatmapInfo.Accuracy] = BeatmapsetsStrings.ShowStatsAccuracy,
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[BeatmapInfo.HPDrain] = BeatmapsetsStrings.ShowStatsDrain,
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[BeatmapInfo.ApproachRate] = BeatmapsetsStrings.ShowStatsAr,
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[BeatmapInfo.StarRating] = BeatmapsetsStrings.ShowStatsStars,
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[BeatmapInfo.Song] = EditorSetupStrings.Title,
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[BeatmapInfo.Artist] = EditorSetupStrings.Artist,
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[BeatmapInfo.Difficulty] = EditorSetupStrings.DifficultyHeader,
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//todo: is there a good alternative, to NotificationsOptionsMapping?
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[BeatmapInfo.Mapper] = AccountsStrings.NotificationsOptionsMapping,
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[BeatmapInfo.Length] = ArtistStrings.TracklistLength,
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[BeatmapInfo.Status] = BeatmapDiscussionsStrings.IndexFormBeatmapsetStatusDefault,
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[BeatmapInfo.BPM] = BeatmapsetsStrings.ShowStatsBpm,
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[BeatmapInfo.Custom] = BeatmapInfo.Custom.ToString()
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}.ToImmutableDictionary();
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}
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public BeatmapInfoDrawable()
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{
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@ -78,23 +92,78 @@ namespace osu.Game.Skinning.Components
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Font = OsuFont.Default.With(size: 40)
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}
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};
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foreach (var type in Enum.GetValues(typeof(BeatmapInfo)).Cast<BeatmapInfo>())
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{
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valueDictionary[type] = type.ToString();
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}
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}
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/// <summary>
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/// This will return the if the format-String contains of a singular replacement of type info, or not.
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/// If there is only one one replacement of type info, it will also return the prefix/suffix (or null if no prefix/suffix exists).
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/// </summary>
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/// <param name="format">The format-String to work on</param>
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/// <param name="info">The replacement Type to look for</param>
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/// <returns>(true, prefix, suffix), if there is only one replacement of type info. Else (false, null, null)</returns>
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private static (bool, string?, string?) isOnlyPrefixedOrSuffixed(string format, BeatmapInfo info)
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{
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string[] s = format.Split("{" + info + "}");
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foreach (string si in s)
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{
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foreach (var type in Enum.GetValues(typeof(BeatmapInfo)).Cast<BeatmapInfo>())
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{
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if (si.Contains("{" + type + "}")) return (false, null, null);
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}
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}
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//Debug.WriteLine($"format:'{format}', type:{info} is only prefixed/suffixed");
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return (true,
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s.Length >= 1 ? s[0] : null, //prefix
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s.Length >= 2 ? s[1] : null //suffix
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);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Type.BindValueChanged(_ => updateBeatmapContent());
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beatmap.BindValueChanged(_ => updateBeatmapContent(), true);
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Type.BindValueChanged(v =>
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{
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string newDefault = "{" + v.NewValue + "}";
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bool custom = v.NewValue == BeatmapInfo.Custom;
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//If the ValueFormat is Default and the user did not change anything we should be able to just swap the strings.
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//If it was Default before, it should be default after the Type is changed.
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if (ValueFormat.IsDefault && !custom)
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ValueFormat.Value = newDefault;
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else
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{
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//In this if statement we decide if the ValueFormat has been trivially changed (so only been prefixed or suffixed)
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(bool preOrSuffixed, string? prefix, string? suffix) = isOnlyPrefixedOrSuffixed(ValueFormat.Value, v.OldValue);
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if (preOrSuffixed)
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//If it has, we can keep the prefix and suffix and just change the thing that would be substituted.
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ValueFormat.Value = (prefix ?? "") + newDefault + (suffix ?? "");
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//else we just keep the ValueFormat. I determine here, that the user probably knows what they are doing, and how the ValueFormat works.
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}
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//Only if we could preserve the ValueFormat (so nothing was changed except a static prefix/suffix) I want to set the new Default.
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ValueFormat.Default = newDefault;
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updateLabel();
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});
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ValueFormat.BindValueChanged(f => updateLabel(), true);
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beatmap.BindValueChanged(b =>
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{
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UpdateBeatmapContent(b.NewValue);
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updateLabel();
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}, true);
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ShowLabel.BindValueChanged(_ => updateLabel());
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ValueBeforeLabel.BindValueChanged(_ => updateLabel());
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LabelPrefix.BindValueChanged(_ => updateLabel());
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ShowLabelPrefix.BindValueChanged(_ => updateLabel());
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LabelSuffix.BindValueChanged(_ => updateLabel());
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ShowLabelSuffix.BindValueChanged(_ => updateLabel());
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ValuePrefix.BindValueChanged(_ => updateLabel());
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ShowValuePrefix.BindValueChanged(_ => updateLabel());
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ValueSuffix.BindValueChanged(_ => updateLabel());
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ShowValueSuffix.BindValueChanged(_ => updateLabel());
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}
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private LocalisableString getLabelText()
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@ -103,16 +172,20 @@ namespace osu.Game.Skinning.Components
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return LocalisableString.Format("{0}{1}{2}",
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ShowLabelPrefix.Value ? LabelPrefix.Value : "",
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labelText,
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label_dictionary[Type.Value],
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ShowLabelSuffix.Value ? LabelSuffix.Value : "");
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}
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private LocalisableString getValueText()
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{
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return LocalisableString.Format("{0}{1}{2}",
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ShowValuePrefix.Value ? ValuePrefix.Value : "",
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value,
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ShowValueSuffix.Value ? ValueSuffix.Value : "");
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string value = ValueFormat.Value;
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foreach (var type in Enum.GetValues(typeof(BeatmapInfo)).Cast<BeatmapInfo>())
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{
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value = value.Replace("{" + type + "}", valueDictionary[type].ToString());
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}
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return value;
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}
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private void updateLabel()
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@ -126,124 +199,74 @@ namespace osu.Game.Skinning.Components
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Height = text.Height;
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}
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private void updateBeatmapContent()
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public void UpdateBeatmapContent(WorkingBeatmap workingBeatmap)
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{
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switch (Type.Value)
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//update cs
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double cs = workingBeatmap.BeatmapInfo.Difficulty.CircleSize;
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valueDictionary[BeatmapInfo.CircleSize] = cs.ToString("F2");
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//update HP
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double hp = workingBeatmap.BeatmapInfo.Difficulty.DrainRate;
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valueDictionary[BeatmapInfo.HPDrain] = hp.ToString("F2");
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//update od
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double od = workingBeatmap.BeatmapInfo.Difficulty.OverallDifficulty;
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valueDictionary[BeatmapInfo.Accuracy] = od.ToString("F2");
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//update ar
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double ar = workingBeatmap.BeatmapInfo.Difficulty.ApproachRate;
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valueDictionary[BeatmapInfo.ApproachRate] = ar.ToString("F2");
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//update sr
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double sr = workingBeatmap.BeatmapInfo.StarRating;
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valueDictionary[BeatmapInfo.StarRating] = sr.ToString("F2");
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//update song title
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valueDictionary[BeatmapInfo.Song] = workingBeatmap.BeatmapInfo.Metadata.Title;
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//update artist
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valueDictionary[BeatmapInfo.Artist] = workingBeatmap.BeatmapInfo.Metadata.Artist;
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//update difficulty name
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valueDictionary[BeatmapInfo.Difficulty] = workingBeatmap.BeatmapInfo.DifficultyName;
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//update mapper
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valueDictionary[BeatmapInfo.Mapper] = workingBeatmap.BeatmapInfo.Metadata.Author.Username;
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//update Length
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valueDictionary[BeatmapInfo.Length] = TimeSpan.FromMilliseconds(workingBeatmap.BeatmapInfo.Length).ToFormattedDuration();
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//update Status
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valueDictionary[BeatmapInfo.Status] = GetBetmapStatus(workingBeatmap.BeatmapInfo.Status);
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//update BPM
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valueDictionary[BeatmapInfo.BPM] = workingBeatmap.BeatmapInfo.BPM.ToString("F2");
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valueDictionary[BeatmapInfo.Custom] = BeatmapInfo.Custom.ToString();
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}
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public static LocalisableString GetBetmapStatus(BeatmapOnlineStatus status)
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{
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switch (status)
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{
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case BeatmapInfo.CircleSize:
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double cs = beatmap.Value.BeatmapInfo.Difficulty.CircleSize;
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labelText = TooltipText = BeatmapsetsStrings.ShowStatsCs;
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value = cs.ToString("F2");
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break;
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case BeatmapOnlineStatus.Approved:
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return BeatmapsetsStrings.ShowStatusApproved;
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case BeatmapInfo.HPDrain:
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double hp = beatmap.Value.BeatmapInfo.Difficulty.DrainRate;
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labelText = TooltipText = BeatmapsetsStrings.ShowStatsDrain;
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value = hp.ToString("F2");
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break;
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case BeatmapOnlineStatus.Graveyard:
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return BeatmapsetsStrings.ShowStatusGraveyard;
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case BeatmapInfo.Accuracy:
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double od = beatmap.Value.BeatmapInfo.Difficulty.OverallDifficulty;
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labelText = TooltipText = BeatmapsetsStrings.ShowStatsAccuracy;
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value = od.ToString("F2");
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break;
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case BeatmapOnlineStatus.Loved:
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return BeatmapsetsStrings.ShowStatusLoved;
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case BeatmapInfo.ApproachRate:
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double ar = beatmap.Value.BeatmapInfo.Difficulty.ApproachRate;
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labelText = TooltipText = BeatmapsetsStrings.ShowStatsAr;
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value = ar.ToString("F2");
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break;
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case BeatmapOnlineStatus.None:
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return "None";
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case BeatmapInfo.StarRating:
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double sr = beatmap.Value.BeatmapInfo.StarRating;
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labelText = TooltipText = BeatmapsetsStrings.ShowStatsStars;
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value = sr.ToString("F2");
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break;
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case BeatmapOnlineStatus.Pending:
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return BeatmapsetsStrings.ShowStatusPending;
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case BeatmapInfo.Song:
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string title = beatmap.Value.BeatmapInfo.Metadata.Title;
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labelText = TooltipText = EditorSetupStrings.Title;
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value = title;
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break;
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case BeatmapOnlineStatus.Qualified:
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return BeatmapsetsStrings.ShowStatusQualified;
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case BeatmapInfo.Artist:
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string artist = beatmap.Value.BeatmapInfo.Metadata.Artist;
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labelText = EditorSetupStrings.Artist;
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TooltipText = BeatmapsetsStrings.ShowDetailsByArtist(artist);
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value = artist;
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break;
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case BeatmapOnlineStatus.Ranked:
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return BeatmapsetsStrings.ShowStatusRanked;
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case BeatmapInfo.Difficulty:
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string diff = beatmap.Value.BeatmapInfo.DifficultyName;
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labelText = TooltipText = EditorSetupStrings.DifficultyHeader;
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text.Current.Value = diff;
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break;
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case BeatmapOnlineStatus.LocallyModified:
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return SongSelectStrings.LocallyModified;
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case BeatmapInfo.Mapper:
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string mapper = beatmap.Value.BeatmapInfo.Metadata.Author.Username;
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//todo: is there a good alternative, to NotificationsOptionsMapping?
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labelText = AccountsStrings.NotificationsOptionsMapping;
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TooltipText = BeatmapsetsStrings.ShowDetailsMappedBy(mapper);
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value = mapper;
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break;
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case BeatmapOnlineStatus.WIP:
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return BeatmapsetsStrings.ShowStatusWip;
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case BeatmapInfo.Length:
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labelText = TooltipText = ArtistStrings.TracklistLength;
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value = TimeSpan.FromMilliseconds(beatmap.Value.BeatmapInfo.Length).ToFormattedDuration();
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break;
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case BeatmapInfo.Status:
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BeatmapOnlineStatus status = beatmap.Value.BeatmapInfo.Status;
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TooltipText = labelText = BeatmapDiscussionsStrings.IndexFormBeatmapsetStatusDefault;
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switch (status)
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{
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case BeatmapOnlineStatus.Approved:
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value = BeatmapsetsStrings.ShowStatusApproved;
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break;
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case BeatmapOnlineStatus.Graveyard:
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value = BeatmapsetsStrings.ShowStatusGraveyard;
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break;
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case BeatmapOnlineStatus.Loved:
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value = BeatmapsetsStrings.ShowStatusLoved;
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break;
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case BeatmapOnlineStatus.None:
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value = "None";
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break;
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case BeatmapOnlineStatus.Pending:
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value = BeatmapsetsStrings.ShowStatusPending;
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break;
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case BeatmapOnlineStatus.Qualified:
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value = BeatmapsetsStrings.ShowStatusQualified;
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break;
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case BeatmapOnlineStatus.Ranked:
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value = BeatmapsetsStrings.ShowStatusRanked;
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break;
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case BeatmapOnlineStatus.LocallyModified:
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value = SongSelectStrings.LocallyModified;
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break;
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case BeatmapOnlineStatus.WIP:
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value = BeatmapsetsStrings.ShowStatusWip;
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break;
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}
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break;
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case BeatmapInfo.BPM:
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labelText = TooltipText = BeatmapsetsStrings.ShowStatsBpm;
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value = beatmap.Value.BeatmapInfo.BPM.ToString("F2");
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break;
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default:
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return @"null";
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}
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updateLabel();
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}
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}
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@ -261,5 +284,6 @@ namespace osu.Game.Skinning.Components
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Length,
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Status,
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BPM,
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Custom,
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}
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}
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