1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-16 10:17:36 +08:00
osu-lazer/osu.Game/Overlays/Mods/ModSelectFooterContent.cs
2024-06-30 06:50:36 +03:00

178 lines
6.8 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.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Mods;
using osuTK;
namespace osu.Game.Overlays.Mods
{
public partial class ModSelectFooterContent : VisibilityContainer
{
private readonly ModSelectOverlay overlay;
private RankingInformationDisplay? rankingInformationDisplay;
private BeatmapAttributesDisplay? beatmapAttributesDisplay;
private FillFlowContainer<ShearedButton> buttonFlow = null!;
private FillFlowContainer contentFlow = null!;
public DeselectAllModsButton? DeselectAllModsButton { get; set; }
public readonly IBindable<WorkingBeatmap?> Beatmap = new Bindable<WorkingBeatmap?>();
public readonly IBindable<IReadOnlyList<Mod>> ActiveMods = new Bindable<IReadOnlyList<Mod>>();
/// <summary>
/// Whether the effects (on score multiplier, on or beatmap difficulty) of the current selected set of mods should be shown.
/// </summary>
protected virtual bool ShowModEffects => true;
/// <summary>
/// Whether the ranking information and beatmap attributes displays are stacked vertically due to small space.
/// </summary>
public bool DisplaysStackedVertically { get; private set; }
public ModSelectFooterContent(ModSelectOverlay overlay)
{
this.overlay = overlay;
}
[BackgroundDependencyLoader]
private void load()
{
RelativeSizeAxes = Axes.Both;
InternalChild = buttonFlow = new FillFlowContainer<ShearedButton>
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Horizontal,
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
Padding = new MarginPadding { Horizontal = 20 },
Spacing = new Vector2(10),
ChildrenEnumerable = CreateButtons(),
};
if (ShowModEffects)
{
AddInternal(contentFlow = new FillFlowContainer
{
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Vertical,
Spacing = new Vector2(30, 10),
Anchor = Anchor.BottomRight,
Origin = Anchor.BottomRight,
Margin = new MarginPadding { Horizontal = 20 },
Children = new Drawable[]
{
rankingInformationDisplay = new RankingInformationDisplay
{
Anchor = Anchor.BottomRight,
Origin = Anchor.BottomRight
},
beatmapAttributesDisplay = new BeatmapAttributesDisplay
{
Anchor = Anchor.BottomRight,
Origin = Anchor.BottomRight,
BeatmapInfo = { Value = Beatmap.Value?.BeatmapInfo },
},
}
});
}
}
private ModSettingChangeTracker? modSettingChangeTracker;
protected override void LoadComplete()
{
base.LoadComplete();
Beatmap.BindValueChanged(b =>
{
if (beatmapAttributesDisplay != null)
beatmapAttributesDisplay.BeatmapInfo.Value = b.NewValue?.BeatmapInfo;
}, true);
ActiveMods.BindValueChanged(m =>
{
updateInformation();
modSettingChangeTracker?.Dispose();
// Importantly, use ActiveMods.Value here (and not the ValueChanged NewValue) as the latter can
// potentially be stale, due to complexities in the way change trackers work.
//
// See https://github.com/ppy/osu/pull/23284#issuecomment-1529056988
modSettingChangeTracker = new ModSettingChangeTracker(ActiveMods.Value);
modSettingChangeTracker.SettingChanged += _ => updateInformation();
}, true);
}
private void updateInformation()
{
if (rankingInformationDisplay != null)
{
double multiplier = 1.0;
foreach (var mod in ActiveMods.Value)
multiplier *= mod.ScoreMultiplier;
rankingInformationDisplay.ModMultiplier.Value = multiplier;
rankingInformationDisplay.Ranked.Value = ActiveMods.Value.All(m => m.Ranked);
}
if (beatmapAttributesDisplay != null)
beatmapAttributesDisplay.Mods.Value = ActiveMods.Value;
}
protected override void Update()
{
base.Update();
if (beatmapAttributesDisplay != null)
{
float rightEdgeOfLastButton = buttonFlow[^1].ScreenSpaceDrawQuad.TopRight.X;
// this is cheating a bit; the 640 value is hardcoded based on how wide the expanded panel _generally_ is.
// due to the transition applied, the raw screenspace quad of the panel cannot be used, as it will trigger an ugly feedback cycle of expanding and collapsing.
float projectedLeftEdgeOfExpandedBeatmapAttributesDisplay = buttonFlow.ToScreenSpace(buttonFlow.DrawSize - new Vector2(640, 0)).X;
DisplaysStackedVertically = rightEdgeOfLastButton > projectedLeftEdgeOfExpandedBeatmapAttributesDisplay;
// only update preview panel's collapsed state after we are fully visible, to ensure all the buttons are where we expect them to be.
if (Alpha == 1)
beatmapAttributesDisplay.Collapsed.Value = DisplaysStackedVertically;
contentFlow.LayoutDuration = 200;
contentFlow.LayoutEasing = Easing.OutQuint;
contentFlow.Direction = DisplaysStackedVertically ? FillDirection.Vertical : FillDirection.Horizontal;
}
}
protected virtual IEnumerable<ShearedButton> CreateButtons() => new[]
{
DeselectAllModsButton = new DeselectAllModsButton(overlay)
};
protected override void PopIn()
{
this.MoveToY(0, 400, Easing.OutQuint)
.FadeIn(400, Easing.OutQuint);
}
protected override void PopOut()
{
this.MoveToY(-20f, 200, Easing.OutQuint)
.FadeOut(200, Easing.OutQuint);
}
}
}