// 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.Collections.Generic; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Timing; using osu.Game.Beatmaps; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.UI; using osu.Game.Skinning; namespace osu.Game.Screens.Play.HUD { public abstract partial class SongProgress : OverlayContainer, ISerialisableDrawable { // Some implementations of this element allow seeking during gameplay playback. // Set a sane default of never handling input to override the behaviour provided by OverlayContainer. public override bool HandleNonPositionalInput => Interactive.Value; public override bool HandlePositionalInput => Interactive.Value; protected override bool BlockScrollInput => false; /// /// Whether interaction should be allowed (ie. seeking). If false, interaction controls will not be displayed. /// /// /// By default, this will be automatically decided based on the gameplay state. /// public readonly Bindable Interactive = new Bindable(); public bool UsesFixedAnchor { get; set; } [Resolved] protected IGameplayClock GameplayClock { get; private set; } = null!; [Resolved] private IFrameStableClock? frameStableClock { get; set; } /// /// The reference clock is used to accurately tell the current playfield's time (including catch-up lag). /// However, if none is available (i.e. used in tests), we fall back to the gameplay clock. /// protected IClock FrameStableClock => frameStableClock ?? GameplayClock; private IEnumerable? objects; public IEnumerable Objects { set { objects = value; (FirstHitTime, LastHitTime) = BeatmapExtensions.CalculatePlayableBounds(objects); UpdateObjects(objects); } } protected override void LoadComplete() { base.LoadComplete(); Show(); } protected double FirstHitTime { get; private set; } protected double LastHitTime { get; private set; } /// /// Called every update frame with current progress information. /// /// Current (visual) progress through the beatmap (0..1). /// If true, progress is (0..1) through the intro. protected abstract void UpdateProgress(double progress, bool isIntro); protected virtual void UpdateObjects(IEnumerable objects) { } [BackgroundDependencyLoader] private void load(DrawableRuleset? drawableRuleset, Player? player) { if (drawableRuleset != null) { if (player?.Configuration.AllowUserInteraction == true) ((IBindable)Interactive).BindTo(drawableRuleset.HasReplayLoaded); Objects = drawableRuleset.Objects; } } protected override void PopIn() => this.FadeIn(500, Easing.OutQuint); protected override void PopOut() => this.FadeOut(100); protected override void Update() { base.Update(); if (objects == null) return; double currentTime = Math.Min(FrameStableClock.CurrentTime, LastHitTime); bool isInIntro = currentTime < FirstHitTime; if (isInIntro) { double introStartTime = GameplayClock.StartTime; double introOffsetCurrent = currentTime - introStartTime; double introDuration = FirstHitTime - introStartTime; UpdateProgress(introOffsetCurrent / introDuration, true); } else { double objectOffsetCurrent = currentTime - FirstHitTime; double objectDuration = LastHitTime - FirstHitTime; if (objectDuration == 0) UpdateProgress(0, false); else UpdateProgress(objectOffsetCurrent / objectDuration, false); } } } }