// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Diagnostics; using System.Linq; using System.Threading.Tasks; using OpenTK; using OpenTK.Graphics; using osu.Framework.Allocation; using osu.Framework.Configuration; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Textures; using osu.Framework.Input; using osu.Framework.Localisation; using osu.Framework.Threading; using osu.Game.Beatmaps; using osu.Game.Graphics; using osu.Game.Graphics.Sprites; using osu.Game.Overlays.Music; using osu.Game.Graphics.UserInterface; using osu.Game.Graphics.Containers; namespace osu.Game.Overlays { public class MusicController : OsuFocusedOverlayContainer { private const float player_height = 130; private const float transition_length = 800; private const float progress_height = 10; private const float bottom_black_area_height = 55; private Drawable background; private ProgressBar progressBar; private IconButton prevButton; private IconButton playButton; private IconButton nextButton; private IconButton playlistButton; private SpriteText title, artist; private PlaylistOverlay playlist; private LocalisationEngine localisation; private readonly Bindable beatmapBacking = new Bindable(); private Container dragContainer; private Container playerContainer; public MusicController() { Width = 400; Margin = new MarginPadding(10); // required to let MusicController handle beatmap cycling. AlwaysPresent = true; } protected override bool OnDrag(InputState state) { if (base.OnDrag(state)) return true; Trace.Assert(state.Mouse.PositionMouseDown != null, "state.Mouse.PositionMouseDown != null"); Vector2 change = state.Mouse.Position - state.Mouse.PositionMouseDown.Value; // Diminish the drag distance as we go further to simulate "rubber band" feeling. change *= change.Length <= 0 ? 0 : (float)Math.Pow(change.Length, 0.7f) / change.Length; dragContainer.MoveTo(change); return true; } protected override bool OnDragEnd(InputState state) { dragContainer.MoveTo(Vector2.Zero, 800, Easing.OutElastic); return base.OnDragEnd(state); } [BackgroundDependencyLoader] private void load(OsuGameBase game, OsuColour colours, LocalisationEngine localisation) { this.localisation = localisation; Children = new Drawable[] { dragContainer = new Container { Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.X, AutoSizeAxes = Axes.Y, Children = new Drawable[] { playlist = new PlaylistOverlay { RelativeSizeAxes = Axes.X, Y = player_height + 10, }, playerContainer = new Container { RelativeSizeAxes = Axes.X, Height = player_height, Masking = true, CornerRadius = 5, EdgeEffect = new EdgeEffectParameters { Type = EdgeEffectType.Shadow, Colour = Color4.Black.Opacity(40), Radius = 5, }, Children = new[] { background = new Background(), title = new OsuSpriteText { Origin = Anchor.BottomCentre, Anchor = Anchor.TopCentre, Position = new Vector2(0, 40), TextSize = 25, Colour = Color4.White, Text = @"Nothing to play", Font = @"Exo2.0-MediumItalic" }, artist = new OsuSpriteText { Origin = Anchor.TopCentre, Anchor = Anchor.TopCentre, Position = new Vector2(0, 45), TextSize = 15, Colour = Color4.White, Text = @"Nothing to play", Font = @"Exo2.0-BoldItalic" }, new Container { Padding = new MarginPadding { Bottom = progress_height }, Height = bottom_black_area_height, RelativeSizeAxes = Axes.X, Origin = Anchor.BottomCentre, Anchor = Anchor.BottomCentre, Children = new Drawable[] { new FillFlowContainer { AutoSizeAxes = Axes.Both, Direction = FillDirection.Horizontal, Spacing = new Vector2(5), Origin = Anchor.Centre, Anchor = Anchor.Centre, Children = new[] { prevButton = new IconButton { Anchor = Anchor.Centre, Origin = Anchor.Centre, Action = prev, Icon = FontAwesome.fa_step_backward, }, playButton = new IconButton { Anchor = Anchor.Centre, Origin = Anchor.Centre, Scale = new Vector2(1.4f), IconScale = new Vector2(1.4f), Action = play, Icon = FontAwesome.fa_play_circle_o, }, nextButton = new IconButton { Anchor = Anchor.Centre, Origin = Anchor.Centre, Action = next, Icon = FontAwesome.fa_step_forward, }, } }, playlistButton = new IconButton { Origin = Anchor.Centre, Anchor = Anchor.CentreRight, Position = new Vector2(-bottom_black_area_height / 2, 0), Icon = FontAwesome.fa_bars, Action = () => playlist.ToggleVisibility(), }, } }, progressBar = new ProgressBar { Origin = Anchor.BottomCentre, Anchor = Anchor.BottomCentre, Height = progress_height, FillColour = colours.Yellow, OnSeek = progress => current?.Track.Seek(progress) } }, }, } } }; beatmapBacking.BindTo(game.Beatmap); playlist.StateChanged += s => playlistButton.FadeColour(s == Visibility.Visible ? colours.Yellow : Color4.White, 200, Easing.OutQuint); } protected override void LoadComplete() { beatmapBacking.ValueChanged += beatmapChanged; beatmapBacking.DisabledChanged += beatmapDisabledChanged; beatmapBacking.TriggerChange(); base.LoadComplete(); } private void beatmapDisabledChanged(bool disabled) { if (disabled) playlist.Hide(); prevButton.Enabled.Value = !disabled; nextButton.Enabled.Value = !disabled; playlistButton.Enabled.Value = !disabled; } protected override void UpdateAfterChildren() { base.UpdateAfterChildren(); Height = dragContainer.Height; } protected override void Update() { base.Update(); if (current?.TrackLoaded ?? false) { var track = current.Track; progressBar.EndTime = track.Length; progressBar.CurrentTime = track.CurrentTime; playButton.Icon = track.IsRunning ? FontAwesome.fa_pause_circle_o : FontAwesome.fa_play_circle_o; if (track.HasCompleted && !track.Looping && !beatmapBacking.Disabled && playlist.BeatmapSets.Any()) next(); } else playButton.Icon = FontAwesome.fa_play_circle_o; } private void play() { var track = current?.Track; if (track == null) { if (!beatmapBacking.Disabled) playlist.PlayNext(); return; } if (track.IsRunning) track.Stop(); else track.Start(); } private void prev() { queuedDirection = TransformDirection.Prev; playlist.PlayPrevious(); } private void next() { queuedDirection = TransformDirection.Next; playlist.PlayNext(); } private WorkingBeatmap current; private TransformDirection? queuedDirection; private void beatmapChanged(WorkingBeatmap beatmap) { TransformDirection direction = TransformDirection.None; if (current != null) { bool audioEquals = beatmap?.BeatmapInfo?.AudioEquals(current.BeatmapInfo) ?? false; if (audioEquals) direction = TransformDirection.None; else if (queuedDirection.HasValue) { direction = queuedDirection.Value; queuedDirection = null; } else { //figure out the best direction based on order in playlist. var last = playlist.BeatmapSets.TakeWhile(b => b.ID != current.BeatmapSetInfo?.ID).Count(); var next = beatmap == null ? -1 : playlist.BeatmapSets.TakeWhile(b => b.ID != beatmap.BeatmapSetInfo?.ID).Count(); direction = last > next ? TransformDirection.Prev : TransformDirection.Next; } } current = beatmap; progressBar.CurrentTime = 0; updateDisplay(current, direction); queuedDirection = null; } private ScheduledDelegate pendingBeatmapSwitch; private void updateDisplay(WorkingBeatmap beatmap, TransformDirection direction) { //we might be off-screen when this update comes in. //rather than Scheduling, manually handle this to avoid possible memory contention. pendingBeatmapSwitch?.Cancel(); pendingBeatmapSwitch = Schedule(delegate { // todo: this can likely be replaced with WorkingBeatmap.GetBeatmapAsync() Task.Run(() => { if (beatmap?.Beatmap == null) //this is not needed if a placeholder exists { title.Current = null; title.Text = @"Nothing to play"; artist.Current = null; artist.Text = @"Nothing to play"; } else { BeatmapMetadata metadata = beatmap.Metadata; title.Current = localisation.GetUnicodePreference(metadata.TitleUnicode, metadata.Title); artist.Current = localisation.GetUnicodePreference(metadata.ArtistUnicode, metadata.Artist); } }); LoadComponentAsync(new Background(beatmap) { Depth = float.MaxValue }, newBackground => { switch (direction) { case TransformDirection.Next: newBackground.Position = new Vector2(400, 0); newBackground.MoveToX(0, 500, Easing.OutCubic); background.MoveToX(-400, 500, Easing.OutCubic); break; case TransformDirection.Prev: newBackground.Position = new Vector2(-400, 0); newBackground.MoveToX(0, 500, Easing.OutCubic); background.MoveToX(400, 500, Easing.OutCubic); break; } background.Expire(); background = newBackground; playerContainer.Add(newBackground); }); }); } protected override void PopIn() { base.PopIn(); this.FadeIn(transition_length, Easing.OutQuint); dragContainer.ScaleTo(1, transition_length, Easing.OutElastic); } protected override void PopOut() { base.PopOut(); this.FadeOut(transition_length, Easing.OutQuint); dragContainer.ScaleTo(0.9f, transition_length, Easing.OutQuint); } private enum TransformDirection { None, Next, Prev } private class Background : BufferedContainer { private readonly Sprite sprite; private readonly WorkingBeatmap beatmap; public Background(WorkingBeatmap beatmap = null) { this.beatmap = beatmap; CacheDrawnFrameBuffer = true; Depth = float.MaxValue; RelativeSizeAxes = Axes.Both; Children = new Drawable[] { sprite = new Sprite { RelativeSizeAxes = Axes.Both, Colour = OsuColour.Gray(150), FillMode = FillMode.Fill, }, new Box { RelativeSizeAxes = Axes.X, Height = bottom_black_area_height, Origin = Anchor.BottomCentre, Anchor = Anchor.BottomCentre, Colour = Color4.Black.Opacity(0.5f) } }; } [BackgroundDependencyLoader] private void load(TextureStore textures) { sprite.Texture = beatmap?.Background ?? textures.Get(@"Backgrounds/bg4"); } } } }