// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using osu.Framework.Utils; using osu.Game.Beatmaps; using osu.Game.Beatmaps.Drawables; using osu.Game.Graphics; using osuTK; namespace osu.Game.Screens.OnlinePlay.Components { public class StarRatingRangeDisplay : OnlinePlayComposite { [Resolved] private OsuColour colours { get; set; } private StarRatingDisplay minDisplay; private Drawable minBackground; private StarRatingDisplay maxDisplay; private Drawable maxBackground; public StarRatingRangeDisplay() { AutoSizeAxes = Axes.Both; } [BackgroundDependencyLoader] private void load() { InternalChildren = new Drawable[] { new Container { RelativeSizeAxes = Axes.Both, Masking = true, CornerRadius = 1, Children = new[] { minBackground = new Box { Anchor = Anchor.TopCentre, Origin = Anchor.TopCentre, RelativeSizeAxes = Axes.Both, Size = new Vector2(0.5f), }, maxBackground = new Box { Anchor = Anchor.BottomCentre, Origin = Anchor.BottomCentre, RelativeSizeAxes = Axes.Both, Size = new Vector2(0.5f), }, } }, new FillFlowContainer { AutoSizeAxes = Axes.Both, Children = new Drawable[] { minDisplay = new StarRatingDisplay(default, StarRatingDisplaySize.Range), maxDisplay = new StarRatingDisplay(default, StarRatingDisplaySize.Range) } } }; } protected override void LoadComplete() { base.LoadComplete(); DifficultyRange.BindValueChanged(_ => updateRange()); Playlist.BindCollectionChanged((_, _) => updateRange(), true); } private void updateRange() { StarDifficulty minDifficulty; StarDifficulty maxDifficulty; if (DifficultyRange.Value != null) { minDifficulty = new StarDifficulty(DifficultyRange.Value.Min, 0); maxDifficulty = new StarDifficulty(DifficultyRange.Value.Max, 0); } else { // In multiplayer rooms, the beatmaps of playlist items will not be populated to a point this can be correct. // Either populating them via BeatmapLookupCache or polling the API for the room's DifficultyRange will be required. var orderedDifficulties = Playlist.Select(p => p.Beatmap).OrderBy(b => b.StarRating).ToArray(); minDifficulty = new StarDifficulty(orderedDifficulties.Length > 0 ? orderedDifficulties[0].StarRating : 0, 0); maxDifficulty = new StarDifficulty(orderedDifficulties.Length > 0 ? orderedDifficulties[^1].StarRating : 0, 0); } minDisplay.Current.Value = minDifficulty; maxDisplay.Current.Value = maxDifficulty; maxDisplay.Alpha = Precision.AlmostEquals(Math.Round(minDifficulty.Stars, 2), Math.Round(maxDifficulty.Stars, 2)) ? 0 : 1; minBackground.Colour = colours.ForStarDifficulty(minDifficulty.Stars); maxBackground.Colour = colours.ForStarDifficulty(maxDifficulty.Stars); } } }