1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 21:47:25 +08:00
osu-lazer/osu.Game/Overlays/MusicController.cs
smoogipoo 0222424aef Make mods IReadOnlyList<Mod> gamewide
Prevents potential multiple evaluations of enumerable.
2019-04-10 17:20:36 +09:00

536 lines
20 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
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.Events;
using osu.Framework.Localisation;
using osu.Framework.Threading;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
using osu.Game.Overlays.Music;
using osu.Game.Rulesets.Mods;
using osuTK;
using osuTK.Graphics;
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 BeatmapManager beatmaps;
private List<BeatmapSetInfo> beatmapSets;
private BeatmapSetInfo currentSet;
private Container dragContainer;
private Container playerContainer;
[Resolved]
private Bindable<WorkingBeatmap> beatmap { get; set; }
[Resolved]
private IBindable<IReadOnlyList<Mod>> mods { get; set; }
/// <summary>
/// Provide a source for the toolbar height.
/// </summary>
public Func<float> GetToolbarHeight;
public MusicController()
{
Width = 400;
Margin = new MarginPadding(10);
// required to let MusicController handle beatmap cycling.
AlwaysPresent = true;
}
[BackgroundDependencyLoader]
private void load(Bindable<WorkingBeatmap> beatmap, BeatmapManager beatmaps, OsuColour colours)
{
this.beatmaps = beatmaps;
Children = new Drawable[]
{
dragContainer = new DragContainer
{
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,
OrderChanged = playlistOrderChanged
},
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),
Font = OsuFont.GetFont(size: 25, italics: true),
Colour = Color4.White,
Text = @"Nothing to play",
},
artist = new OsuSpriteText
{
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
Position = new Vector2(0, 45),
Font = OsuFont.GetFont(size: 15, weight: FontWeight.Bold, italics: true),
Colour = Color4.White,
Text = @"Nothing to play",
},
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<IconButton>
{
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Horizontal,
Spacing = new Vector2(5),
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Children = new[]
{
prevButton = new MusicIconButton
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Action = prev,
Icon = FontAwesome.Solid.StepBackward,
},
playButton = new MusicIconButton
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Scale = new Vector2(1.4f),
IconScale = new Vector2(1.4f),
Action = play,
Icon = FontAwesome.Regular.PlayCircle,
},
nextButton = new MusicIconButton
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Action = () => next(),
Icon = FontAwesome.Solid.StepForward,
},
}
},
playlistButton = new MusicIconButton
{
Origin = Anchor.Centre,
Anchor = Anchor.CentreRight,
Position = new Vector2(-bottom_black_area_height / 2, 0),
Icon = FontAwesome.Solid.Bars,
Action = () => playlist.ToggleVisibility(),
},
}
},
progressBar = new ProgressBar
{
Origin = Anchor.BottomCentre,
Anchor = Anchor.BottomCentre,
Height = progress_height,
FillColour = colours.Yellow,
OnSeek = attemptSeek
}
},
},
}
}
};
beatmapSets = beatmaps.GetAllUsableBeatmapSets();
beatmaps.ItemAdded += handleBeatmapAdded;
beatmaps.ItemRemoved += handleBeatmapRemoved;
playlist.StateChanged += s => playlistButton.FadeColour(s == Visibility.Visible ? colours.Yellow : Color4.White, 200, Easing.OutQuint);
}
private ScheduledDelegate seekDelegate;
private void attemptSeek(double progress)
{
seekDelegate?.Cancel();
seekDelegate = Schedule(() =>
{
if (!beatmap.Disabled)
current?.Track.Seek(progress);
});
}
private void playlistOrderChanged(BeatmapSetInfo beatmapSetInfo, int index)
{
beatmapSets.Remove(beatmapSetInfo);
beatmapSets.Insert(index, beatmapSetInfo);
}
private void handleBeatmapAdded(BeatmapSetInfo obj, bool existing)
{
if (existing)
return;
Schedule(() => beatmapSets.Add(obj));
}
private void handleBeatmapRemoved(BeatmapSetInfo obj) => Schedule(() => beatmapSets.RemoveAll(s => s.ID == obj.ID));
protected override void LoadComplete()
{
beatmap.BindValueChanged(beatmapChanged, true);
beatmap.BindDisabledChanged(beatmapDisabledChanged, true);
mods.BindValueChanged(_ => updateAudioAdjustments(), true);
base.LoadComplete();
}
private void beatmapDisabledChanged(bool disabled)
{
if (disabled)
playlist.Hide();
playButton.Enabled.Value = !disabled;
prevButton.Enabled.Value = !disabled;
nextButton.Enabled.Value = !disabled;
playlistButton.Enabled.Value = !disabled;
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
Height = dragContainer.Height;
dragContainer.Padding = new MarginPadding { Top = GetToolbarHeight?.Invoke() ?? 0 };
}
protected override void Update()
{
base.Update();
var track = current?.TrackLoaded ?? false ? current.Track : null;
if (track?.IsDummyDevice == false)
{
progressBar.EndTime = track.Length;
progressBar.CurrentTime = track.CurrentTime;
playButton.Icon = track.IsRunning ? FontAwesome.Regular.PauseCircle : FontAwesome.Regular.PlayCircle;
}
else
{
progressBar.CurrentTime = 0;
progressBar.EndTime = 1;
playButton.Icon = FontAwesome.Regular.PlayCircle;
}
}
private void play()
{
var track = current?.Track;
if (track == null)
{
if (!beatmap.Disabled)
next(true);
return;
}
if (track.IsRunning)
track.Stop();
else
track.Start();
}
private void prev()
{
queuedDirection = TransformDirection.Prev;
var playable = beatmapSets.TakeWhile(i => i.ID != current.BeatmapSetInfo.ID).LastOrDefault() ?? beatmapSets.LastOrDefault();
if (playable != null)
{
beatmap.Value = beatmaps.GetWorkingBeatmap(playable.Beatmaps.First(), beatmap.Value);
beatmap.Value.Track.Restart();
}
}
private void next(bool instant = false)
{
if (!instant)
queuedDirection = TransformDirection.Next;
var playable = beatmapSets.SkipWhile(i => i.ID != current.BeatmapSetInfo.ID).Skip(1).FirstOrDefault() ?? beatmapSets.FirstOrDefault();
if (playable != null)
{
beatmap.Value = beatmaps.GetWorkingBeatmap(playable.Beatmaps.First(), beatmap.Value);
beatmap.Value.Track.Restart();
}
}
private WorkingBeatmap current;
private TransformDirection? queuedDirection;
private void beatmapChanged(ValueChangedEvent<WorkingBeatmap> beatmap)
{
TransformDirection direction = TransformDirection.None;
if (current != null)
{
bool audioEquals = beatmap.NewValue?.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 = beatmapSets.TakeWhile(b => b.ID != current.BeatmapSetInfo?.ID).Count();
var next = beatmap.NewValue == null ? -1 : beatmapSets.TakeWhile(b => b.ID != beatmap.NewValue.BeatmapSetInfo?.ID).Count();
direction = last > next ? TransformDirection.Prev : TransformDirection.Next;
}
current.Track.Completed -= currentTrackCompleted;
}
current = beatmap.NewValue;
if (current != null)
current.Track.Completed += currentTrackCompleted;
progressBar.CurrentTime = 0;
updateDisplay(current, direction);
updateAudioAdjustments();
queuedDirection = null;
}
private void updateAudioAdjustments()
{
var track = current?.Track;
if (track == null)
return;
track.ResetSpeedAdjustments();
foreach (var mod in mods.Value.OfType<IApplicableToClock>())
mod.ApplyToClock(track);
}
private void currentTrackCompleted() => Schedule(() =>
{
if (!current.Track.Looping && !beatmap.Disabled && beatmapSets.Any())
next();
});
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.Text = @"Nothing to play";
artist.Text = @"Nothing to play";
}
else
{
BeatmapMetadata metadata = beatmap.Metadata;
title.Text = new LocalisedString((metadata.TitleUnicode, metadata.Title));
artist.Text = new LocalisedString((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 is here mostly as a performance fix.
// If the playlist is not hidden it will update children even when the music controller is hidden (due to AlwaysPresent).
playlist.State = Visibility.Hidden;
this.FadeOut(transition_length, Easing.OutQuint);
dragContainer.ScaleTo(0.9f, transition_length, Easing.OutQuint);
}
private enum TransformDirection
{
None,
Next,
Prev
}
private class MusicIconButton : IconButton
{
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
HoverColour = colours.YellowDark.Opacity(0.6f);
FlashColour = colours.Yellow;
}
}
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");
}
}
private class DragContainer : Container
{
protected override bool OnDragStart(DragStartEvent e)
{
return true;
}
protected override bool OnDrag(DragEvent e)
{
Vector2 change = e.MousePosition - e.MouseDownPosition;
// 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;
this.MoveTo(change);
return true;
}
protected override bool OnDragEnd(DragEndEvent e)
{
this.MoveTo(Vector2.Zero, 800, Easing.OutElastic);
return base.OnDragEnd(e);
}
}
}
}