// 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.Linq; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Colour; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using osu.Framework.Graphics.Sprites; using osu.Framework.Input.Events; using osu.Framework.Threading; using osu.Game.Beatmaps; using osu.Game.Beatmaps.Drawables; using osu.Game.Graphics; using osu.Game.Graphics.Containers; using osu.Game.Graphics.UserInterface; using osu.Game.Online; using osu.Game.Online.Chat; using osu.Game.Online.Multiplayer; using osu.Game.Overlays.Direct; using osu.Game.Rulesets; using osu.Game.Rulesets.Mods; using osu.Game.Screens.Play.HUD; using osuTK; using osuTK.Graphics; namespace osu.Game.Screens.Multi { public class DrawableRoomPlaylistItem : OsuRearrangeableListItem { public Action RequestDeletion; public readonly Bindable SelectedItem = new Bindable(); protected override bool ShowDragHandle => allowEdit; private Container maskingContainer; private Container difficultyIconContainer; private LinkFlowContainer beatmapText; private LinkFlowContainer authorText; private ModDisplay modDisplay; private readonly Bindable beatmap = new Bindable(); private readonly Bindable ruleset = new Bindable(); private readonly BindableList requiredMods = new BindableList(); private readonly PlaylistItem item; private readonly bool allowEdit; private readonly bool allowSelection; protected override bool ShouldBeConsideredForInput(Drawable child) => allowEdit || !allowSelection || SelectedItem.Value == Model; public DrawableRoomPlaylistItem(PlaylistItem item, bool allowEdit, bool allowSelection) : base(item) { this.item = item; this.allowEdit = allowEdit; this.allowSelection = allowSelection; beatmap.BindTo(item.Beatmap); ruleset.BindTo(item.Ruleset); requiredMods.BindTo(item.RequiredMods); } [BackgroundDependencyLoader] private void load(OsuColour colours) { if (!allowEdit) HandleColour = HandleColour.Opacity(0); maskingContainer.BorderColour = colours.Yellow; } protected override void LoadComplete() { base.LoadComplete(); SelectedItem.BindValueChanged(selected => maskingContainer.BorderThickness = selected.NewValue == Model ? 5 : 0, true); beatmap.BindValueChanged(_ => scheduleRefresh()); ruleset.BindValueChanged(_ => scheduleRefresh()); requiredMods.CollectionChanged += (_, __) => scheduleRefresh(); refresh(); } private ScheduledDelegate scheduledRefresh; private void scheduleRefresh() { scheduledRefresh?.Cancel(); scheduledRefresh = Schedule(refresh); } private void refresh() { difficultyIconContainer.Child = new DifficultyIcon(beatmap.Value, ruleset.Value) { Size = new Vector2(32) }; beatmapText.Clear(); beatmapText.AddLink(item.Beatmap.ToString(), LinkAction.OpenBeatmap, item.Beatmap.Value.OnlineBeatmapID.ToString()); authorText.Clear(); if (item.Beatmap?.Value?.Metadata?.Author != null) { authorText.AddText("mapped by "); authorText.AddUserLink(item.Beatmap.Value?.Metadata.Author); } modDisplay.Current.Value = requiredMods.ToArray(); } protected override Drawable CreateContent() => maskingContainer = new Container { RelativeSizeAxes = Axes.X, Height = 50, Masking = true, CornerRadius = 10, Children = new Drawable[] { new Box // A transparent box that forces the border to be drawn if the panel background is opaque { RelativeSizeAxes = Axes.Both, Alpha = 0, AlwaysPresent = true }, new PanelBackground { RelativeSizeAxes = Axes.Both, Beatmap = { BindTarget = beatmap } }, new FillFlowContainer { RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Left = 8 }, Spacing = new Vector2(8, 0), Direction = FillDirection.Horizontal, Children = new Drawable[] { difficultyIconContainer = new Container { Anchor = Anchor.CentreLeft, Origin = Anchor.CentreLeft, AutoSizeAxes = Axes.Both, }, new FillFlowContainer { Anchor = Anchor.CentreLeft, Origin = Anchor.CentreLeft, AutoSizeAxes = Axes.Both, Direction = FillDirection.Vertical, Children = new Drawable[] { beatmapText = new LinkFlowContainer { AutoSizeAxes = Axes.Both }, new FillFlowContainer { AutoSizeAxes = Axes.Both, Direction = FillDirection.Horizontal, Spacing = new Vector2(15, 0), Children = new Drawable[] { authorText = new LinkFlowContainer { AutoSizeAxes = Axes.Both }, modDisplay = new ModDisplay { Anchor = Anchor.CentreLeft, Origin = Anchor.CentreLeft, AutoSizeAxes = Axes.Both, Scale = new Vector2(0.4f), DisplayUnrankedText = false, ExpansionMode = ExpansionMode.AlwaysExpanded } } } } } } }, new Container { Anchor = Anchor.CentreRight, Origin = Anchor.CentreRight, AutoSizeAxes = Axes.Both, X = -18, Children = new Drawable[] { new PlaylistDownloadButton(item.Beatmap.Value.BeatmapSet) { Size = new Vector2(50, 30) }, new IconButton { Icon = FontAwesome.Solid.MinusSquare, Alpha = allowEdit ? 1 : 0, Action = () => RequestDeletion?.Invoke(Model), }, } } } }; protected override bool OnClick(ClickEvent e) { if (allowSelection) SelectedItem.Value = Model; return true; } private class PlaylistDownloadButton : PanelDownloadButton { public PlaylistDownloadButton(BeatmapSetInfo beatmapSet) : base(beatmapSet) { Alpha = 0; } protected override void LoadComplete() { base.LoadComplete(); State.BindValueChanged(stateChanged, true); } private void stateChanged(ValueChangedEvent state) { this.FadeTo(state.NewValue == DownloadState.LocallyAvailable ? 0 : 1, 500); } } // For now, this is the same implementation as in PanelBackground, but supports a beatmap info rather than a working beatmap private class PanelBackground : Container // todo: should be a buffered container (https://github.com/ppy/osu-framework/issues/3222) { public readonly Bindable Beatmap = new Bindable(); public PanelBackground() { InternalChildren = new Drawable[] { new UpdateableBeatmapBackgroundSprite { RelativeSizeAxes = Axes.Both, FillMode = FillMode.Fill, Beatmap = { BindTarget = Beatmap } }, new FillFlowContainer { Depth = -1, RelativeSizeAxes = Axes.Both, Direction = FillDirection.Horizontal, // This makes the gradient not be perfectly horizontal, but diagonal at a ~40° angle Shear = new Vector2(0.8f, 0), Alpha = 0.5f, Children = new[] { // The left half with no gradient applied new Box { RelativeSizeAxes = Axes.Both, Colour = Color4.Black, Width = 0.4f, }, // Piecewise-linear gradient with 3 segments to make it appear smoother new Box { RelativeSizeAxes = Axes.Both, Colour = ColourInfo.GradientHorizontal(Color4.Black, new Color4(0f, 0f, 0f, 0.9f)), Width = 0.05f, }, new Box { RelativeSizeAxes = Axes.Both, Colour = ColourInfo.GradientHorizontal(new Color4(0f, 0f, 0f, 0.9f), new Color4(0f, 0f, 0f, 0.1f)), Width = 0.2f, }, new Box { RelativeSizeAxes = Axes.Both, Colour = ColourInfo.GradientHorizontal(new Color4(0f, 0f, 0f, 0.1f), new Color4(0, 0, 0, 0)), Width = 0.05f, }, } } }; } } } }