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osu-lazer/osu.Game/Screens/Play/HUD/DrawableGameplayLeaderboard.cs
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2025-08-13 12:52:08 +03:00

230 lines
8.8 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;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Game.Configuration;
using osu.Game.Graphics.Containers;
using osu.Game.Localisation.SkinComponents;
using osu.Game.Screens.Select.Leaderboards;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Screens.Play.HUD
{
public partial class DrawableGameplayLeaderboard : CompositeDrawable, ISerialisableDrawable
{
protected readonly FillFlowContainer<DrawableGameplayLeaderboardScore> Flow;
private bool requiresScroll;
private readonly OsuScrollContainer scroll;
public DrawableGameplayLeaderboardScore? TrackedScore { get; private set; }
public bool AlwaysShown { get; init; }
[SettingSource(typeof(SkinnableComponentStrings), nameof(SkinnableComponentStrings.CollapseDuringGameplay), nameof(SkinnableComponentStrings.CollapseDuringGameplayDescription))]
public Bindable<bool> CollapseDuringGameplay { get; } = new BindableBool(true);
private readonly Bindable<bool> expanded = new BindableBool();
[Resolved]
private Player? player { get; set; }
[Resolved]
private IGameplayLeaderboardProvider leaderboardProvider { get; set; } = null!;
private readonly IBindableList<GameplayLeaderboardScore> scores = new BindableList<GameplayLeaderboardScore>();
private readonly Bindable<bool> configVisibility = new Bindable<bool>();
private readonly IBindable<LocalUserPlayingState> userPlayingState = new Bindable<LocalUserPlayingState>();
private readonly IBindable<bool> holdingForHUD = new Bindable<bool>();
/// <summary>
/// Create a new leaderboard.
/// </summary>
public DrawableGameplayLeaderboard()
{
// Extra lenience is applied so the scores don't get cut off from the left due to elastic easing transforms.
float xOffset = DrawableGameplayLeaderboardScore.SHEAR_WIDTH + DrawableGameplayLeaderboardScore.ELASTIC_WIDTH_LENIENCE;
Width = 260 + xOffset;
Height = 300;
InternalChildren = new Drawable[]
{
scroll = new InputDisabledScrollContainer
{
ClampExtension = 0,
RelativeSizeAxes = Axes.Both,
Child = Flow = new FillFlowContainer<DrawableGameplayLeaderboardScore>
{
Alpha = 0f,
RelativeSizeAxes = Axes.X,
X = xOffset,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Spacing = new Vector2(2.5f),
LayoutDuration = 450,
LayoutEasing = Easing.OutQuint,
}
}
};
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config, GameplayState? gameplayState, HUDOverlay? hudOverlay)
{
config.BindWith(OsuSetting.GameplayLeaderboard, configVisibility);
if (gameplayState != null)
userPlayingState.BindTo(gameplayState.PlayingState);
if (hudOverlay != null)
holdingForHUD.BindTo(hudOverlay.HoldingForHUD);
}
protected override void LoadComplete()
{
base.LoadComplete();
scores.BindTo(leaderboardProvider.Scores);
scores.BindCollectionChanged((_, _) =>
{
Clear();
foreach (var score in scores)
Add(score);
}, true);
configVisibility.BindValueChanged(_ => Scheduler.AddOnce(updateState));
userPlayingState.BindValueChanged(_ => Scheduler.AddOnce(updateState));
holdingForHUD.BindValueChanged(_ => Scheduler.AddOnce(updateState));
CollapseDuringGameplay.BindValueChanged(_ => Scheduler.AddOnce(updateState));
updateState();
}
private void updateState()
{
// prevents weird delay in the flow correctly appearing when toggling the leaderboard on.
if (Flow.Alpha < 1)
scroll.ScrollToStart(false);
Flow.FadeTo(player?.Configuration.ShowLeaderboard != false && (configVisibility.Value || AlwaysShown) ? 1 : 0, 100, Easing.OutQuint);
expanded.Value = !CollapseDuringGameplay.Value || userPlayingState.Value != LocalUserPlayingState.Playing || holdingForHUD.Value;
}
/// <summary>
/// Adds a player to the leaderboard.
/// </summary>
public void Add(GameplayLeaderboardScore score)
{
var drawable = CreateLeaderboardScoreDrawable(score);
if (score.Tracked)
{
if (TrackedScore != null)
throw new InvalidOperationException("Cannot track more than one score.");
TrackedScore = drawable;
}
drawable.Expanded.BindTo(expanded);
Flow.Add(drawable);
drawable.ScorePosition.BindValueChanged(_ => Scheduler.AddOnce(sort));
drawable.DisplayOrder.BindValueChanged(_ => Scheduler.AddOnce(sort), true);
}
public void Clear()
{
Flow.Clear();
TrackedScore = null;
scroll.ScrollToStart(false);
}
protected virtual DrawableGameplayLeaderboardScore CreateLeaderboardScoreDrawable(GameplayLeaderboardScore score) =>
new DrawableGameplayLeaderboardScore(score);
protected override void Update()
{
base.Update();
// limit leaderboard dimensions to a sane minimum.
Width = Math.Max(Width, Flow.X + DrawableGameplayLeaderboardScore.MIN_WIDTH);
Height = Math.Max(Height, DrawableGameplayLeaderboardScore.PANEL_HEIGHT);
requiresScroll = Flow.DrawHeight > Height;
if (requiresScroll && TrackedScore != null)
{
double scrollTarget = scroll.GetChildPosInContent(TrackedScore) + TrackedScore.DrawHeight / 2 - scroll.DrawHeight / 2;
scroll.ScrollTo(scrollTarget);
}
const float panel_height = DrawableGameplayLeaderboardScore.PANEL_HEIGHT;
float fadeBottom = (float)(scroll.Current + scroll.DrawHeight);
float fadeTop = (float)(scroll.Current + panel_height);
if (scroll.IsScrolledToStart()) fadeTop -= panel_height;
if (!scroll.IsScrolledToEnd()) fadeBottom -= panel_height;
// logic is mostly shared with Leaderboard, copied here for simplicity.
foreach (var c in Flow)
{
float topY = c.ToSpaceOfOtherDrawable(Vector2.Zero, Flow).Y;
float bottomY = topY + panel_height;
bool requireTopFade = requiresScroll && topY <= fadeTop;
bool requireBottomFade = requiresScroll && bottomY >= fadeBottom;
if (!requireTopFade && !requireBottomFade)
c.Colour = Color4.White;
else if (topY > fadeBottom + panel_height || bottomY < fadeTop - panel_height)
c.Colour = Color4.Transparent;
else
{
if (requireBottomFade)
{
c.Colour = ColourInfo.GradientVertical(
Color4.White.Opacity(Math.Min(1 - (topY - fadeBottom) / panel_height, 1)),
Color4.White.Opacity(Math.Min(1 - (bottomY - fadeBottom) / panel_height, 1)));
}
else if (requiresScroll)
{
c.Colour = ColourInfo.GradientVertical(
Color4.White.Opacity(Math.Min(1 - (fadeTop - topY) / panel_height, 1)),
Color4.White.Opacity(Math.Min(1 - (fadeTop - bottomY) / panel_height, 1)));
}
}
}
}
private void sort()
{
foreach (var score in Flow.ToArray())
Flow.SetLayoutPosition(score, score.DisplayOrder.Value);
}
private partial class InputDisabledScrollContainer : OsuScrollContainer
{
public InputDisabledScrollContainer()
{
ScrollbarVisible = false;
}
public override bool HandlePositionalInput => false;
public override bool HandleNonPositionalInput => false;
}
public bool UsesFixedAnchor { get; set; }
}
}