// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using osu.Framework.Allocation; using OpenTK; using OpenTK.Graphics; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using osu.Framework.Input; using osu.Game.Beatmaps; using osu.Game.Graphics; using osu.Game.Graphics.Containers; using osu.Game.Online.API; using osu.Game.Online.API.Requests; using osu.Game.Overlays.BeatmapSet; using osu.Game.Rulesets; using osu.Game.Overlays.BeatmapSet.Scores; namespace osu.Game.Overlays { public class BeatmapSetOverlay : WaveOverlayContainer { public const float X_PADDING = 40; public const float RIGHT_WIDTH = 275; private readonly Header header; private readonly Info info; private APIAccess api; private RulesetStore rulesets; private readonly ScrollContainer scroll; // receive input outside our bounds so we can trigger a close event on ourselves. public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => true; public BeatmapSetOverlay() { ScoresContainer scores; Waves.FirstWaveColour = OsuColour.Gray(0.4f); Waves.SecondWaveColour = OsuColour.Gray(0.3f); Waves.ThirdWaveColour = OsuColour.Gray(0.2f); Waves.FourthWaveColour = OsuColour.Gray(0.1f); Anchor = Anchor.TopCentre; Origin = Anchor.TopCentre; RelativeSizeAxes = Axes.Both; Width = 0.85f; Masking = true; EdgeEffect = new EdgeEffectParameters { Colour = Color4.Black.Opacity(0), Type = EdgeEffectType.Shadow, Radius = 3, Offset = new Vector2(0f, 1f), }; Children = new Drawable[] { new Box { RelativeSizeAxes = Axes.Both, Colour = OsuColour.Gray(0.2f) }, scroll = new ScrollContainer { RelativeSizeAxes = Axes.Both, ScrollbarVisible = false, Child = new ReverseChildIDFillFlowContainer { RelativeSizeAxes = Axes.X, AutoSizeAxes = Axes.Y, Direction = FillDirection.Vertical, Children = new Drawable[] { header = new Header(), info = new Info(), scores = new ScoresContainer(), }, }, }, }; header.Picker.Beatmap.ValueChanged += b => { info.Beatmap = b; scores.Beatmap = b; }; } [BackgroundDependencyLoader] private void load(APIAccess api, RulesetStore rulesets) { this.api = api; this.rulesets = rulesets; } protected override void PopIn() { base.PopIn(); FadeEdgeEffectTo(0.25f, WaveContainer.APPEAR_DURATION, Easing.In); } protected override void PopOut() { base.PopOut(); header.Details.StopPreview(); FadeEdgeEffectTo(0, WaveContainer.DISAPPEAR_DURATION, Easing.Out); } protected override bool OnClick(InputState state) { State = Visibility.Hidden; return true; } public void FetchAndShowBeatmapSet(int beatmapSetId) { // todo: display the overlay while we are loading here. we need to support setting BeatmapSet to null for this to work. var req = new GetBeatmapSetRequest(beatmapSetId); req.Success += res => ShowBeatmapSet(res.ToBeatmapSet(rulesets)); api.Queue(req); } public void ShowBeatmapSet(BeatmapSetInfo set) { header.BeatmapSet = info.BeatmapSet = set; Show(); scroll.ScrollTo(0); } } }