// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osuTK; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using System; using System.Collections.Generic; using osu.Game.Graphics; using osu.Framework.Allocation; using System.Linq; using osu.Framework.Bindables; using osu.Framework.Timing; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.UI; namespace osu.Game.Screens.Play { public class SongProgress : OverlayContainer { private const int bottom_bar_height = 5; private static readonly Vector2 handle_size = new Vector2(10, 18); private const float transition_duration = 200; private readonly SongProgressBar bar; private readonly SongProgressGraph graph; private readonly SongProgressInfo info; public Action RequestSeek; public override bool HandleNonPositionalInput => AllowSeeking; public override bool HandlePositionalInput => AllowSeeking; private double lastHitTime => ((objects.Last() as IHasEndTime)?.EndTime ?? objects.Last().StartTime) + 1; private double firstHitTime => objects.First().StartTime; private IEnumerable objects; public IEnumerable Objects { set { graph.Objects = objects = value; info.StartTime = firstHitTime; info.EndTime = lastHitTime; bar.StartTime = firstHitTime; bar.EndTime = lastHitTime; } } private readonly BindableBool replayLoaded = new BindableBool(); public IClock ReferenceClock; private IClock gameplayClock; [BackgroundDependencyLoader(true)] private void load(OsuColour colours, GameplayClock clock) { if (clock != null) gameplayClock = clock; graph.FillColour = bar.FillColour = colours.BlueLighter; } public SongProgress() { const float graph_height = SquareGraph.Column.WIDTH * 6; Height = bottom_bar_height + graph_height + handle_size.Y; Y = bottom_bar_height; Children = new Drawable[] { info = new SongProgressInfo { Origin = Anchor.BottomLeft, Anchor = Anchor.BottomLeft, RelativeSizeAxes = Axes.X, AutoSizeAxes = Axes.Y, Margin = new MarginPadding { Bottom = bottom_bar_height + graph_height }, }, graph = new SongProgressGraph { RelativeSizeAxes = Axes.X, Origin = Anchor.BottomLeft, Anchor = Anchor.BottomLeft, Height = graph_height, Margin = new MarginPadding { Bottom = bottom_bar_height }, }, bar = new SongProgressBar(bottom_bar_height, graph_height, handle_size) { Alpha = 0, Anchor = Anchor.BottomLeft, Origin = Anchor.BottomLeft, OnSeek = time => RequestSeek?.Invoke(time), }, }; } protected override void LoadComplete() { base.LoadComplete(); Show(); replayLoaded.ValueChanged += loaded => AllowSeeking = loaded.NewValue; replayLoaded.TriggerChange(); } public void BindDrawableRuleset(DrawableRuleset drawableRuleset) { replayLoaded.BindTo(drawableRuleset.HasReplayLoaded); } private bool allowSeeking; public bool AllowSeeking { get => allowSeeking; set { if (allowSeeking == value) return; allowSeeking = value; updateBarVisibility(); } } private void updateBarVisibility() { bar.FadeTo(allowSeeking ? 1 : 0, transition_duration, Easing.In); this.MoveTo(new Vector2(0, allowSeeking ? 0 : bottom_bar_height), transition_duration, Easing.In); info.Margin = new MarginPadding { Bottom = Height - (allowSeeking ? 0 : handle_size.Y) }; } protected override void PopIn() { updateBarVisibility(); this.FadeIn(500, Easing.OutQuint); } protected override void PopOut() { this.FadeOut(100); } protected override void Update() { base.Update(); if (objects == null) return; double gameplayTime = gameplayClock?.CurrentTime ?? Time.Current; double frameStableTime = ReferenceClock?.CurrentTime ?? gameplayTime; double progress = Math.Min(1, (frameStableTime - firstHitTime) / (lastHitTime - firstHitTime)); bar.CurrentTime = gameplayTime; graph.Progress = (int)(graph.ColumnCount * progress); } } }