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