// 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.Diagnostics; using osu.Framework.Allocation; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Sprites; using osu.Game.Graphics; using osu.Game.Graphics.Sprites; using osu.Game.Graphics.UserInterface; using osu.Game.Online; using osu.Game.Online.Multiplayer; using osu.Game.Online.Rooms; using osuTK; using osuTK.Graphics; namespace osu.Game.Screens.OnlinePlay.Multiplayer.Participants { public class StateDisplay : CompositeDrawable { private const double fade_time = 50; private SpriteIcon icon; private OsuSpriteText text; private ProgressBar progressBar; public StateDisplay() { AutoSizeAxes = Axes.Both; Alpha = 0; } [BackgroundDependencyLoader] private void load(OsuColour colours) { this.colours = colours; InternalChild = new FillFlowContainer { AutoSizeAxes = Axes.Both, Anchor = Anchor.CentreRight, Origin = Anchor.CentreRight, Spacing = new Vector2(5), Children = new Drawable[] { icon = new SpriteIcon { Anchor = Anchor.CentreRight, Origin = Anchor.CentreRight, Icon = FontAwesome.Solid.CheckCircle, Size = new Vector2(12), }, new CircularContainer { Masking = true, AutoSizeAxes = Axes.Both, Anchor = Anchor.CentreRight, Origin = Anchor.CentreRight, Children = new Drawable[] { progressBar = new ProgressBar(false) { RelativeSizeAxes = Axes.Both, Anchor = Anchor.Centre, Origin = Anchor.Centre, BackgroundColour = Color4.Black.Opacity(0.4f), FillColour = colours.Blue, Alpha = 0f, }, text = new OsuSpriteText { Padding = new MarginPadding { Horizontal = 5f, Vertical = 1f }, Anchor = Anchor.CentreRight, Origin = Anchor.CentreRight, Font = OsuFont.GetFont(weight: FontWeight.Regular, size: 12), Colour = Color4Extensions.FromHex("#DDFFFF") }, } }, } }; } private OsuColour colours; public void UpdateStatus(MultiplayerUserState state, BeatmapAvailability availability) { // the only case where the progress bar is used does its own local fade in. // starting by fading out is a sane default. progressBar.FadeOut(fade_time); this.FadeIn(fade_time); switch (state) { case MultiplayerUserState.Idle: showBeatmapAvailability(availability); break; case MultiplayerUserState.Ready: text.Text = "ready"; icon.Icon = FontAwesome.Solid.CheckCircle; icon.Colour = Color4Extensions.FromHex("#AADD00"); break; case MultiplayerUserState.WaitingForLoad: text.Text = "loading"; icon.Icon = FontAwesome.Solid.PauseCircle; icon.Colour = colours.Yellow; break; case MultiplayerUserState.Loaded: text.Text = "loaded"; icon.Icon = FontAwesome.Solid.DotCircle; icon.Colour = colours.YellowLight; break; case MultiplayerUserState.Playing: text.Text = "playing"; icon.Icon = FontAwesome.Solid.PlayCircle; icon.Colour = colours.BlueLight; break; case MultiplayerUserState.FinishedPlay: text.Text = "results pending"; icon.Icon = FontAwesome.Solid.ArrowAltCircleUp; icon.Colour = colours.BlueLighter; break; case MultiplayerUserState.Results: text.Text = "results"; icon.Icon = FontAwesome.Solid.ArrowAltCircleUp; icon.Colour = colours.BlueLighter; break; case MultiplayerUserState.Spectating: text.Text = "spectating"; icon.Icon = FontAwesome.Solid.Eye; icon.Colour = colours.BlueLight; break; default: throw new ArgumentOutOfRangeException(nameof(state), state, null); } } private void showBeatmapAvailability(BeatmapAvailability availability) { switch (availability.State) { default: this.FadeOut(fade_time); break; case DownloadState.NotDownloaded: text.Text = "no map"; icon.Icon = FontAwesome.Solid.MinusCircle; icon.Colour = colours.RedLight; break; case DownloadState.Downloading: Debug.Assert(availability.DownloadProgress != null); progressBar.FadeIn(fade_time); progressBar.CurrentTime = availability.DownloadProgress.Value; text.Text = "downloading map"; icon.Icon = FontAwesome.Solid.ArrowAltCircleDown; icon.Colour = colours.Blue; break; case DownloadState.Importing: text.Text = "importing map"; icon.Icon = FontAwesome.Solid.ArrowAltCircleDown; icon.Colour = colours.Yellow; break; } } } }