// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Globalization; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Sample; using osu.Framework.Bindables; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Effects; using osu.Framework.Graphics.Shapes; using osu.Framework.Graphics.UserInterface; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Framework.Threading; using osu.Framework.Utils; using osu.Game.Graphics; using osu.Game.Graphics.Sprites; using osu.Game.Input.Bindings; using osuTK; using osuTK.Graphics; namespace osu.Game.Overlays.Volume { public class VolumeMeter : Container, IKeyBindingHandler { private bool isFocused = true; private CircularProgress volumeCircle; private CircularProgress volumeCircleGlow; public BindableDouble Bindable { get; } = new BindableDouble { MinValue = 0, MaxValue = 1, Precision = 0.01 }; private readonly float circleSize; private readonly Color4 meterColour; private readonly string name; private OsuSpriteText text; private BufferedContainer maxGlow; private Sample sample; private double sampleLastPlaybackTime; public Action RequestFocus; public VolumeMeter(string name, float circleSize, Color4 meterColour) { this.circleSize = circleSize; this.meterColour = meterColour; this.name = name; AutoSizeAxes = Axes.Both; } [BackgroundDependencyLoader] private void load(OsuColour colours, AudioManager audio) { sample = audio.Samples.Get(@"UI/notch-tick"); sampleLastPlaybackTime = Time.Current; Color4 backgroundColour = colours.Gray1; CircularProgress bgProgress; const float progress_start_radius = 0.75f; const float progress_size = 0.03f; const float progress_end_radius = progress_start_radius + progress_size; const float blur_amount = 5; Children = new Drawable[] { new Container { Size = new Vector2(circleSize), Children = new Drawable[] { new BufferedContainer { Alpha = 0.9f, RelativeSizeAxes = Axes.Both, Children = new Drawable[] { new Circle { RelativeSizeAxes = Axes.Both, Colour = backgroundColour, }, new CircularContainer { Masking = true, Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, Size = new Vector2(progress_end_radius), Children = new Drawable[] { bgProgress = new CircularProgress { Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, Rotation = 180, Colour = backgroundColour, }, new Container { Anchor = Anchor.Centre, Origin = Anchor.Centre, Name = "Progress under covers for smoothing", RelativeSizeAxes = Axes.Both, Rotation = 180, Child = volumeCircle = new CircularProgress { RelativeSizeAxes = Axes.Both, } }, } }, new Circle { Name = "Inner Cover", Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, Colour = backgroundColour, Size = new Vector2(progress_start_radius), }, new Container { Name = "Progress overlay for glow", Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, Size = new Vector2(progress_start_radius + progress_size / 1.5f), Rotation = 180, Padding = new MarginPadding(-Blur.KernelSize(blur_amount)), Child = (volumeCircleGlow = new CircularProgress { RelativeSizeAxes = Axes.Both, InnerRadius = progress_size * 0.8f, }).WithEffect(new GlowEffect { Colour = meterColour, BlurSigma = new Vector2(blur_amount), Strength = 5, PadExtent = true }), }, }, }, maxGlow = (text = new OsuSpriteText { Anchor = Anchor.Centre, Origin = Anchor.Centre, Font = OsuFont.Numeric.With(size: 0.16f * circleSize) }).WithEffect(new GlowEffect { Colour = Color4.Transparent, PadExtent = true, }) } }, new Container { Size = new Vector2(120, 20), CornerRadius = 10, Masking = true, Margin = new MarginPadding { Left = circleSize + 10 }, Origin = Anchor.CentreLeft, Anchor = Anchor.CentreLeft, Children = new Drawable[] { new Box { Alpha = 0.9f, RelativeSizeAxes = Axes.Both, Colour = backgroundColour, }, new OsuSpriteText { Anchor = Anchor.Centre, Origin = Anchor.Centre, Font = OsuFont.GetFont(weight: FontWeight.Bold), Text = name } } } }; Bindable.BindValueChanged(volume => { this.TransformTo(nameof(DisplayVolume), volume.NewValue, 400, Easing.OutQuint); }, true); bgProgress.Current.Value = 0.75f; } private int displayVolumeInt; private double displayVolume; protected double DisplayVolume { get => displayVolume; set { if (value == displayVolume) return; displayVolume = value; int intValue = (int)Math.Round(displayVolume * 100); bool intVolumeChanged = intValue != displayVolumeInt; displayVolumeInt = intValue; if (displayVolume >= 0.995f) { text.Text = "MAX"; maxGlow.EffectColour = meterColour.Opacity(2f); } else { maxGlow.EffectColour = Color4.Transparent; text.Text = displayVolumeInt.ToString(CultureInfo.CurrentCulture); } volumeCircle.Current.Value = displayVolume * 0.75f; volumeCircleGlow.Current.Value = displayVolume * 0.75f; if (intVolumeChanged && IsLoaded) Scheduler.AddOnce(playTickSound); } } private void playTickSound() { const int tick_debounce_time = 30; if (Time.Current - sampleLastPlaybackTime <= tick_debounce_time) return; var channel = sample.GetChannel(); channel.Frequency.Value = 0.99f + RNG.NextDouble(0.02f) + displayVolume * 0.1f; // intentionally pitched down, even when hitting max. if (displayVolumeInt == 0 || displayVolumeInt == 100) channel.Frequency.Value -= 0.5f; channel.Play(); sampleLastPlaybackTime = Time.Current; } public double Volume { get => Bindable.Value; private set => Bindable.Value = value; } private const double adjust_step = 0.01; public void Increase(double amount = 1, bool isPrecise = false) => adjust(amount, isPrecise); public void Decrease(double amount = 1, bool isPrecise = false) => adjust(-amount, isPrecise); // because volume precision is set to 0.01, this local is required to keep track of more precise adjustments and only apply when possible. private double scrollAccumulation; private double accelerationModifier = 1; private const double max_acceleration = 5; private const double acceleration_multiplier = 1.8; private ScheduledDelegate accelerationDebounce; private void resetAcceleration() => accelerationModifier = 1; private void adjust(double delta, bool isPrecise) { if (delta == 0) return; // every adjust increment increases the rate at which adjustments happen up to a cutoff. // this debounce will reset on inactivity. accelerationDebounce?.Cancel(); accelerationDebounce = Scheduler.AddDelayed(resetAcceleration, 150); delta *= accelerationModifier; accelerationModifier = Math.Min(max_acceleration, accelerationModifier * acceleration_multiplier); var precision = Bindable.Precision; if (isPrecise) { scrollAccumulation += delta * adjust_step * 0.1; while (Precision.AlmostBigger(Math.Abs(scrollAccumulation), precision)) { Volume += Math.Sign(scrollAccumulation) * precision; scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision); } } else { Volume += Math.Sign(delta) * Math.Max(precision, Math.Abs(delta * adjust_step)); } } protected override bool OnScroll(ScrollEvent e) { adjust(e.ScrollDelta.Y, e.IsPrecise); return true; } private const float transition_length = 500; public void Focus() { isFocused = true; this.ScaleTo(1.04f, transition_length, Easing.OutExpo); } public void Unfocus() { isFocused = false; this.ScaleTo(1f, transition_length, Easing.OutExpo); } protected override bool OnHover(HoverEvent e) { RequestFocus?.Invoke(this); return false; } protected override void OnHoverLost(HoverLostEvent e) { } public bool OnPressed(GlobalAction action) { if (!IsHovered) return false; // Grab back focus is UP/DOWN input is directed at this meter if (!isFocused) RequestFocus?.Invoke(this); switch (action) { case GlobalAction.SelectPrevious: adjust(1, false); return true; case GlobalAction.SelectNext: adjust(-1, false); return true; } return false; } public void OnReleased(GlobalAction action) { } } }