// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Globalization; using OpenTK; using OpenTK.Graphics; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Audio.Sample; using osu.Framework.Configuration; using osu.Framework.Graphics; using osu.Framework.Graphics.UserInterface; using osu.Framework.Graphics.Cursor; using osu.Framework.Graphics.Shapes; using osu.Framework.Input.EventArgs; using osu.Framework.Input.States; namespace osu.Game.Graphics.UserInterface { public class OsuSliderBar : SliderBar, IHasTooltip, IHasAccentColour where T : struct, IEquatable, IComparable, IConvertible { /// /// Maximum number of decimal digits to be displayed in the tooltip. /// private const int max_decimal_digits = 5; private SampleChannel sample; private double lastSampleTime; private T lastSampleValue; protected readonly Nub Nub; private readonly Box leftBox; private readonly Box rightBox; public virtual string TooltipText { get { var bindableDouble = CurrentNumber as BindableNumber; var bindableFloat = CurrentNumber as BindableNumber; var floatValue = bindableDouble?.Value ?? bindableFloat?.Value; var floatPrecision = bindableDouble?.Precision ?? bindableFloat?.Precision; if (floatValue != null) { var floatMinValue = bindableDouble?.MinValue ?? bindableFloat.MinValue; var floatMaxValue = bindableDouble?.MaxValue ?? bindableFloat.MaxValue; if (floatMaxValue == 1 && (floatMinValue == 0 || floatMinValue == -1)) return floatValue.Value.ToString("P0"); var decimalPrecision = normalise((decimal)floatPrecision, max_decimal_digits); // Find the number of significant digits (we could have less than 5 after normalize()) var significantDigits = findPrecision(decimalPrecision); return floatValue.Value.ToString($"N{significantDigits}"); } var bindableInt = CurrentNumber as BindableNumber; if (bindableInt != null) return bindableInt.Value.ToString("N0"); return Current.Value.ToString(CultureInfo.InvariantCulture); } } private Color4 accentColour; public Color4 AccentColour { get { return accentColour; } set { accentColour = value; leftBox.Colour = value; rightBox.Colour = value; } } public OsuSliderBar() { Height = 12; RangePadding = 20; Children = new Drawable[] { leftBox = new Box { Height = 2, EdgeSmoothness = new Vector2(0, 0.5f), Position = new Vector2(2, 0), RelativeSizeAxes = Axes.None, Anchor = Anchor.CentreLeft, Origin = Anchor.CentreLeft, }, rightBox = new Box { Height = 2, EdgeSmoothness = new Vector2(0, 0.5f), Position = new Vector2(-2, 0), RelativeSizeAxes = Axes.None, Anchor = Anchor.CentreRight, Origin = Anchor.CentreRight, Alpha = 0.5f, }, Nub = new Nub { Origin = Anchor.TopCentre, Expanded = true, }, new HoverClickSounds() }; Current.DisabledChanged += disabled => { Alpha = disabled ? 0.3f : 1; }; } [BackgroundDependencyLoader] private void load(AudioManager audio, OsuColour colours) { sample = audio.Sample.Get(@"UI/sliderbar-notch"); AccentColour = colours.Pink; } protected override bool OnHover(InputState state) { Nub.Glowing = true; return base.OnHover(state); } protected override void OnHoverLost(InputState state) { Nub.Glowing = false; base.OnHoverLost(state); } protected override void OnUserChange() { base.OnUserChange(); playSample(); } private void playSample() { if (Clock == null || Clock.CurrentTime - lastSampleTime <= 50) return; if (Current.Value.Equals(lastSampleValue)) return; lastSampleValue = Current.Value; lastSampleTime = Clock.CurrentTime; sample.Frequency.Value = 1 + NormalizedValue * 0.2f; if (NormalizedValue == 0) sample.Frequency.Value -= 0.4f; else if (NormalizedValue == 1) sample.Frequency.Value += 0.4f; sample.Play(); } protected override bool OnMouseDown(InputState state, MouseDownEventArgs args) { Nub.Current.Value = true; return base.OnMouseDown(state, args); } protected override bool OnMouseUp(InputState state, MouseUpEventArgs args) { Nub.Current.Value = false; return base.OnMouseUp(state, args); } protected override void UpdateAfterChildren() { base.UpdateAfterChildren(); leftBox.Scale = new Vector2(MathHelper.Clamp( Nub.DrawPosition.X - Nub.DrawWidth / 2, 0, DrawWidth), 1); rightBox.Scale = new Vector2(MathHelper.Clamp( DrawWidth - Nub.DrawPosition.X - Nub.DrawWidth / 2, 0, DrawWidth), 1); } protected override void UpdateValue(float value) { Nub.MoveToX(RangePadding + UsableWidth * value, 250, Easing.OutQuint); } /// /// Removes all non-significant digits, keeping at most a requested number of decimal digits. /// /// The decimal to normalize. /// The maximum number of decimal digits to keep. The final result may have fewer decimal digits than this value. /// The normalised decimal. private decimal normalise(decimal d, int sd) => decimal.Parse(Math.Round(d, sd).ToString(string.Concat("0.", new string('#', sd)), CultureInfo.InvariantCulture), CultureInfo.InvariantCulture); /// /// Finds the number of digits after the decimal. /// /// The value to find the number of decimal digits for. /// The number decimal digits. private int findPrecision(decimal d) { int precision = 0; while (d != Math.Round(d)) { d *= 10; precision++; } return precision; } } }