using osu.Framework;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Transformations;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace osu.Game.Graphics.UserInterface
{
///
/// Skeleton for a counter which value rolls-up in a lapse of time.
///
///
/// This class only abstracts the basics to roll-up a value in a lapse of time by using Transforms.
/// In order to show a value, you must implement a way to display it, i.e., as a numeric counter or a bar.
///
/// Type of the actual counter.
public abstract class RollingCounter : AutoSizeContainer
{
///
/// Type of the Transform to use.
///
///
/// Must be a subclass of Transform
///
protected virtual Type transformType => typeof(Transform);
protected ulong RollingTotalDuration = 0;
///
/// If true, each time the Count is updated, it will roll over from the current visible value.
/// Else, it will roll up from the current count value.
///
public bool IsRollingContinuous = true;
///
/// If true, the roll-up duration will be proportional to the counter.
///
public bool IsRollingProportional = false;
///
/// If IsRollingProportional = false, duration in milliseconds for the counter roll-up animation for each
/// element; else duration in milliseconds for the counter roll-up animation in total.
///
public ulong RollingDuration = 0;
///
/// Easing for the counter rollover animation.
///
public EasingTypes RollingEasing = EasingTypes.None;
protected T prevVisibleCount;
protected T visibleCount;
///
/// Value shown at the current moment.
///
public virtual T VisibleCount
{
get
{
return visibleCount;
}
protected set
{
prevVisibleCount = visibleCount;
if (visibleCount.Equals(value))
return;
visibleCount = value;
transformVisibleCount(prevVisibleCount, value);
}
}
protected T prevCount;
protected T count;
///
/// Actual value of counter.
///
public virtual T Count
{
get
{
return count;
}
set
{
prevCount = count;
count = value;
if (IsLoaded)
{
RollingTotalDuration =
IsRollingProportional
? getProportionalDuration(VisibleCount, value)
: RollingDuration;
transformCount(IsRollingContinuous ? VisibleCount : prevCount, value);
}
}
}
protected RollingCounter() : base()
{
Debug.Assert(
transformType.IsSubclassOf(typeof(Transform)) || transformType == typeof(Transform),
@"transformType should be a subclass of Transform."
);
}
public override void Load(BaseGame game)
{
base.Load(game);
removeTransforms(transformType);
if (Count == null)
ResetCount();
VisibleCount = Count;
}
///
/// 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(transformType);
VisibleCount = Count;
}
///
/// Resets count to default value.
///
public abstract void ResetCount();
///
/// Calculates the duration of the roll-up animation by using the difference between the current visible value
/// and the new final value.
///
///
/// To be used in conjunction with IsRollingProportional = true.
/// Unless a derived class needs to have a proportional rolling, 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();
}
protected void updateTransforms(Type type)
{
foreach (ITransform t in Transforms.AliveItems)
if (t.GetType() == type)
t.Apply(this);
}
protected void removeTransforms(Type type)
{
Transforms.RemoveAll(t => t.GetType() == 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 of type transformerType.
/// 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 virtual void transformCount(T currentValue, T newValue)
{
object[] parameters = { Clock };
transformCount((Transform)Activator.CreateInstance(transformType, parameters), currentValue, 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 abstract void transformVisibleCount(T currentValue, T newValue);
}
}