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osu-lazer/osu.Game/Screens/Play/SoloPlayer.cs
T
Bartłomiej Dach 59b826c321 Convert gameplay leaderboard to skinnable component
This PR converts the leaderboard into a full-fledged skinnable component
that can be manipulated by users at will.

Notably, this finally allows https://github.com/ppy/osu/issues/20422 to
be fixed - although it's a very mixed bag, for several reasons:

- Because of taiko players' refusal to see reason^W^W^W^Winsistence on
  keeping stable behaviours related to aspect ratio treatment, I have to
  assume the worst case scenario, which means than on typical
  resolutions like 16:9 (or even worse, 4:3), the leaderboard will
  likely not occupy as much vertical space as it probably could.

- Additionally, there's the problem of where to put the spectator list.
  I settled on putting it to the right of the leaderboard, but that's
  kind of janky, because the leaderboard sometimes collapses and
  sometimes fully hides, leading to a very awkward space left behind. If
  we had the capability to anchor elements to other elements, maybe this
  could be resolved, but for now, I'm not sure what to do. I think if
  some users are bothered by it they can move it where they want it. Or
  delete it.
2025-04-24 13:10:30 +02:00

63 lines
1.9 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.
#nullable disable
using System;
using System.Diagnostics;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Game.Beatmaps;
using osu.Game.Extensions;
using osu.Game.Online.API;
using osu.Game.Online.Rooms;
using osu.Game.Online.Solo;
using osu.Game.Scoring;
using osu.Game.Screens.Select.Leaderboards;
namespace osu.Game.Screens.Play
{
public partial class SoloPlayer : SubmittingPlayer
{
[Cached(typeof(IGameplayLeaderboardProvider))]
private readonly SoloGameplayLeaderboardProvider leaderboardProvider = new SoloGameplayLeaderboardProvider();
public SoloPlayer([CanBeNull] PlayerConfiguration configuration = null)
: base(configuration)
{
Configuration.ShowLeaderboard = true;
}
[BackgroundDependencyLoader]
private void load()
{
AddInternal(leaderboardProvider);
}
protected override APIRequest<APIScoreToken> CreateTokenRequest()
{
int beatmapId = Beatmap.Value.BeatmapInfo.OnlineID;
int rulesetId = Ruleset.Value.OnlineID;
if (beatmapId <= 0)
return null;
if (!Ruleset.Value.IsLegacyRuleset())
return null;
return new CreateSoloScoreRequest(Beatmap.Value.BeatmapInfo, rulesetId, Game.VersionHash);
}
protected override bool ShouldExitOnTokenRetrievalFailure(Exception exception) => false;
protected override APIRequest<MultiplayerScore> CreateSubmissionRequest(Score score, long token)
{
IBeatmapInfo beatmap = score.ScoreInfo.BeatmapInfo!;
Debug.Assert(beatmap.OnlineID > 0);
return new SubmitSoloScoreRequest(score.ScoreInfo, token, beatmap.OnlineID);
}
}
}