// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using System.Collections.Generic; using System.Threading.Tasks; using osu.Framework.Bindables; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Game.Beatmaps; using osu.Game.Input.Bindings; using osu.Game.Rulesets.Mods; using osu.Game.Scoring; using osu.Game.Screens.Play.HUD; using osu.Game.Screens.Ranking; using osu.Game.Users; namespace osu.Game.Screens.Play { public partial class ReplayPlayer : Player, IKeyBindingHandler { private readonly Func, Score> createScore; private readonly bool replayIsFailedScore; protected override UserActivity InitialActivity => new UserActivity.Watching(Score.ScoreInfo); // Disallow replays from failing. (see https://github.com/ppy/osu/issues/6108) protected override bool CheckModsAllowFailure() { if (!replayIsFailedScore) return false; return base.CheckModsAllowFailure(); } public ReplayPlayer(Score score, PlayerConfiguration configuration = null) : this((_, _) => score, configuration) { replayIsFailedScore = score.ScoreInfo.Rank == ScoreRank.F; } public ReplayPlayer(Func, Score> createScore, PlayerConfiguration configuration = null) : base(configuration) { this.createScore = createScore; } protected override void PrepareReplay() { DrawableRuleset?.SetReplayScore(Score); } protected override Score CreateScore(IBeatmap beatmap) => createScore(beatmap, Mods.Value); // Don't re-import replay scores as they're already present in the database. protected override Task ImportScore(Score score) => Task.CompletedTask; public readonly BindableList LeaderboardScores = new BindableList(); protected override GameplayLeaderboard CreateGameplayLeaderboard() => new SoloGameplayLeaderboard(Score.ScoreInfo.User) { AlwaysVisible = { Value = true }, Scores = { BindTarget = LeaderboardScores } }; protected override ResultsScreen CreateResults(ScoreInfo score) => new SoloResultsScreen(score, false); public bool OnPressed(KeyBindingPressEvent e) { const double keyboard_seek_amount = 5000; switch (e.Action) { case GlobalAction.SeekReplayBackward: keyboardSeek(-1); return true; case GlobalAction.SeekReplayForward: keyboardSeek(1); return true; case GlobalAction.TogglePauseReplay: if (GameplayClockContainer.IsPaused.Value) GameplayClockContainer.Start(); else GameplayClockContainer.Stop(); return true; } return false; void keyboardSeek(int direction) { double target = Math.Clamp(GameplayClockContainer.CurrentTime + direction * keyboard_seek_amount, 0, GameplayState.Beatmap.GetLastObjectTime()); Seek(target); } } public void OnReleased(KeyBindingReleaseEvent e) { } } }