//Copyright (c) 2007-2016 ppy Pty Ltd . //Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Diagnostics; using osu.Framework.Configuration; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Sprites; using osu.Game.GameModes.Backgrounds; using osu.Framework; using osu.Game.Database; using osu.Framework.Graphics.Primitives; using System.Linq; using OpenTK; using OpenTK.Graphics; using osu.Framework.Graphics.UserInterface; using System.Threading.Tasks; using osu.Framework.Audio.Track; using osu.Game.Beatmaps.Drawable; using osu.Framework.Extensions.IEnumerableExtensions; using osu.Game.Beatmaps; using osu.Framework.GameModes; namespace osu.Game.GameModes.Play { public class PlaySongSelect : OsuGameMode { private Bindable playMode; private BeatmapDatabase database; private BeatmapGroup selectedBeatmapGroup; private BeatmapInfo selectedBeatmapInfo; // TODO: use currently selected track as bg protected override BackgroundMode CreateBackground() => new BackgroundModeCustom(@"Backgrounds/bg4"); private ScrollContainer scrollContainer; private FlowContainer beatmapSetFlow; private TrackManager trackManager; private Container wedgeContainer; /// Optionally provide a database to use instead of the OsuGame one. public PlaySongSelect(BeatmapDatabase database = null) { this.database = database; const float scrollWidth = 640; const float bottomToolHeight = 50; Children = new Drawable[] { wedgeContainer = new Container { RelativeSizeAxes = Axes.Both, Size = Vector2.One, Padding = new MarginPadding { Right = scrollWidth - 200 }, Children = new[] { new Box { RelativeSizeAxes = Axes.Both, Size = new Vector2(1, 0.5f), Colour = new Color4(0, 0, 0, 0.5f), Shear = new Vector2(0.15f, 0), }, new Box { RelativeSizeAxes = Axes.Both, RelativePositionAxes = Axes.Y, Size = new Vector2(1, -0.5f), Position = new Vector2(0, 1), Colour = new Color4(0, 0, 0, 0.5f), Shear = new Vector2(-0.15f, 0), }, } }, scrollContainer = new ScrollContainer { RelativeSizeAxes = Axes.Y, Size = new Vector2(scrollWidth, 1), Anchor = Anchor.CentreRight, Origin = Anchor.CentreRight, Children = new Drawable[] { beatmapSetFlow = new FlowContainer { Padding = new MarginPadding { Left = 25, Top = 25, Bottom = 25 + bottomToolHeight }, RelativeSizeAxes = Axes.X, AutoSizeAxes = Axes.Y, Direction = FlowDirection.VerticalOnly, Spacing = new Vector2(0, 5), } } }, new Container { RelativeSizeAxes = Axes.X, Height = bottomToolHeight, Anchor = Anchor.BottomCentre, Origin = Anchor.BottomCentre, Children = new Drawable[] { new Box { RelativeSizeAxes = Axes.Both, Size = Vector2.One, Colour = new Color4(0, 0, 0, 0.5f), }, new Button { Anchor = Anchor.CentreRight, Origin = Anchor.CentreRight, RelativeSizeAxes = Axes.Y, Width = 100, Text = "Play", Colour = new Color4(238, 51, 153, 255), Action = () => Push(new Player { BeatmapInfo = selectedBeatmapGroup.SelectedPanel.Beatmap, PreferredPlayMode = playMode.Value }), }, } } }; } protected override void Load(BaseGame game) { base.Load(game); OsuGame osuGame = game as OsuGame; if (osuGame != null) { playMode = osuGame.PlayMode; playMode.ValueChanged += playMode_ValueChanged; // Temporary: scrollContainer.Padding = new MarginPadding { Top = osuGame.Toolbar.Height }; } if (database == null) database = (game as OsuGameBase).Beatmaps; database.BeatmapSetAdded += s => Schedule(() => addBeatmapSet(s)); trackManager = game.Audio.Track; Task.Factory.StartNew(addBeatmapSets); } protected override void OnEntering(GameMode last) { base.OnEntering(last); ensurePlayingSelected(); wedgeContainer.FadeInFromZero(250); } protected override void OnResuming(GameMode last) { ensurePlayingSelected(); base.OnResuming(last); } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); if (playMode != null) playMode.ValueChanged -= playMode_ValueChanged; } private void playMode_ValueChanged(object sender, EventArgs e) { } /// /// The global Beatmap was changed. /// protected override void OnBeatmapChanged(WorkingBeatmap beatmap) { base.OnBeatmapChanged(beatmap); selectBeatmap(beatmap.BeatmapInfo); } private void selectBeatmap(BeatmapInfo beatmap) { if (beatmap.Equals(selectedBeatmapInfo)) return; //this is VERY temporary logic. beatmapSetFlow.Children.Cast().Any(b => { var panel = b.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(beatmap)); if (panel != null) { panel.State = PanelSelectedState.Selected; return true; } return false; }); } /// /// selection has been changed as the result of interaction with the carousel. /// private void selectionChanged(BeatmapGroup group, BeatmapInfo beatmap) { selectedBeatmapInfo = beatmap; if (!beatmap.Equals(Beatmap?.BeatmapInfo)) { Beatmap = database.GetWorkingBeatmap(beatmap, Beatmap); } ensurePlayingSelected(); if (selectedBeatmapGroup == group) return; if (selectedBeatmapGroup != null) selectedBeatmapGroup.State = BeatmapGroupState.Collapsed; selectedBeatmapGroup = group; } private async Task ensurePlayingSelected() { AudioTrack track = null; await Task.Run(() => track = Beatmap?.Track); Schedule(delegate { if (track != null) { trackManager.SetExclusive(track); track.Start(); } }); } private void addBeatmapSet(BeatmapSetInfo beatmapSet) { beatmapSet = database.GetWithChildren(beatmapSet.BeatmapSetID); beatmapSet.Beatmaps.ForEach(b => database.GetChildren(b)); beatmapSet.Beatmaps = beatmapSet.Beatmaps.OrderBy(b => b.BaseDifficulty.OverallDifficulty).ToList(); var working = database.GetWorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault()); var group = new BeatmapGroup(beatmapSet, working) { SelectionChanged = selectionChanged }; group.Preload(Game, g => { beatmapSetFlow.Add(group); if (Beatmap == null) { if (beatmapSetFlow.Children.Count() == 1) { group.State = BeatmapGroupState.Expanded; return; } } else { if (selectedBeatmapInfo?.Equals(Beatmap.BeatmapInfo) != true) { var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(Beatmap.BeatmapInfo)); if (panel != null) { panel.State = PanelSelectedState.Selected; return; } } } group.State = BeatmapGroupState.Collapsed; }); } private void addBeatmapSets() { foreach (var beatmapSet in database.Query()) addBeatmapSet(beatmapSet); } } }