using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Transformations;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace osu.Game.Graphics.UserInterface
{
///
/// Skeleton for a counter with a simple rollover animation.
///
/// Type of the actual counter.
public abstract class RollingCounter : Container
{
protected SpriteText countSpriteText;
protected ulong RollingTotalDuration = 0;
protected float textSize = 20.0f;
public float TextSize
{
get { return textSize; }
set
{
textSize = value;
updateTextSize();
}
}
///
/// If true, each time the Count is updated, it will roll over from the current visible value.
/// Else, it will roll over from the current count value.
///
public bool IsRollingContinuous = true;
///
/// If true, the rollover duration will be proportional to the counter.
///
public bool IsRollingProportional = false;
///
/// If IsRollingProportional = false, duration in milliseconds for the counter rollover animation for each element.
/// If IsRollingProportional = true, duration in milliseconds for the counter rollover animation in total.
///
public ulong RollingDuration = 0;
///
/// Easing for the counter rollover animation.
///
public EasingTypes RollingEasing = EasingTypes.None;
protected T visibleCount;
///
/// Value shown at the current moment.
///
public virtual T VisibleCount
{
get
{
return visibleCount;
}
protected set
{
if (visibleCount.Equals(value))
return;
transformVisibleCount(visibleCount, value);
visibleCount = value;
}
}
protected T count;
///
/// Actual value of counter.
///
public virtual T Count
{
get
{
return count;
}
set
{
if (Clock != null)
{
RollingTotalDuration = IsRollingProportional ? GetProportionalDuration(VisibleCount, value) : RollingDuration;
transformCount(IsRollingContinuous ? VisibleCount : count, value);
}
count = value;
}
}
public override void Load()
{
base.Load();
removeTransforms(typeof(Transform));
if (Count == null)
ResetCount();
VisibleCount = Count;
Children = new Drawable[]
{
countSpriteText = new SpriteText
{
Text = formatCount(Count),
TextSize = this.TextSize,
Anchor = this.Anchor,
Origin = this.Origin,
},
};
}
///
/// Calculates the duration of the rollover animation by using the difference between the current visible value and the new final value.
///
///
/// Intended to be used in conjunction with IsRolloverProportional = true.
/// If you're sure your superclass won't never need to be proportional, then it is not necessary to override this function.
///
/// Current visible value.
/// New final value.
/// Calculated rollover duration in milliseconds.
protected virtual ulong GetProportionalDuration(T currentValue, T newValue)
{
return RollingDuration;
}
///
/// Used to format counts.
///
/// Count to format.
/// Count formatted as a string.
protected virtual string formatCount(T count)
{
return count.ToString();
}
///
/// Sets count value, bypassing rollover animation.
///
/// New count value.
public virtual void SetCountWithoutRolling(T count)
{
Count = count;
StopRolling();
}
///
/// Stops rollover animation, forcing the visible count to be the actual count.
///
public virtual void StopRolling()
{
removeTransforms(typeof(Transform));
VisibleCount = Count;
}
///
/// Resets count to default value.
///
public abstract void ResetCount();
protected void updateTransforms(Type type)
{
foreach (ITransform t in Transforms.AliveItems)
if (t.GetType().IsAssignableFrom(type))
t.Apply(this);
}
protected void removeTransforms(Type type)
{
Transforms.RemoveAll(t => t.GetType().IsSubclassOf(type));
}
///
/// Called when the count is updated to add a transformer that changes the value of the visible count (i.e. implement the rollover animation).
///
/// Count value before modification.
/// Expected count value after modification-
///
/// Unless you need to set a custom animation according to the current or new value of the count, the recommended approach is to call
/// transformCount(CustomTransformer(Clock), currentValue, newValue), where CustomTransformer is a custom Transformer related to the
/// type T of the RolloverCounter.
/// By using this approach, there is no need to check if the Clock is not null; this validation is done before adding the transformer.
///
protected abstract void transformCount(T currentValue, T newValue);
///
/// Intended to be used by transformCount().
///
///
protected void transformCount(Transform transform, T currentValue, T newValue)
{
Type type = transform.GetType();
updateTransforms(type);
removeTransforms(type);
if (Clock == null)
return;
if (RollingDuration == 0)
{
VisibleCount = Count;
return;
}
transform.StartTime = Time;
transform.EndTime = Time + RollingTotalDuration;
transform.StartValue = currentValue;
transform.EndValue = newValue;
transform.Easing = RollingEasing;
Transforms.Add(transform);
}
///
/// This procedure is called each time the visible count value is updated.
/// Override to create custom animations.
///
/// Visible count value before modification.
/// Expected visible count value after modification-
protected virtual void transformVisibleCount(T currentValue, T newValue)
{
if (countSpriteText != null)
{
countSpriteText.Text = formatCount(newValue);
}
}
protected virtual void updateTextSize()
{
if (countSpriteText != null)
countSpriteText.TextSize = TextSize;
}
}
}