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https://github.com/ppy/osu.git
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480 lines
18 KiB
C#
480 lines
18 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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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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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.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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using osu.Framework.Layout;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Mods;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Overlays.Mods
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{
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public abstract class ModSelectScreen : ShearedOverlayContainer
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{
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protected override OverlayColourScheme ColourScheme => OverlayColourScheme.Green;
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[Cached]
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public Bindable<IReadOnlyList<Mod>> SelectedMods { get; private set; } = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
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private Func<Mod, bool> isValidMod = m => true;
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public Func<Mod, bool> IsValidMod
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{
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get => isValidMod;
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set
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{
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isValidMod = value ?? throw new ArgumentNullException(nameof(value));
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if (IsLoaded)
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updateAvailableMods();
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}
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}
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/// <summary>
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/// Whether configurable <see cref="Mod"/>s can be configured by the local user.
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/// </summary>
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protected virtual bool AllowCustomisation => true;
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/// <summary>
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/// Whether the total score multiplier calculated from the current selected set of mods should be shown.
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/// </summary>
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protected virtual bool ShowTotalMultiplier => true;
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protected virtual ModColumn CreateModColumn(ModType modType, Key[]? toggleKeys = null) => new ModColumn(modType, false, toggleKeys);
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private readonly BindableBool customisationVisible = new BindableBool();
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private DifficultyMultiplierDisplay? multiplierDisplay;
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private ModSettingsArea modSettingsArea = null!;
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private ColumnScrollContainer columnScroll = null!;
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private ColumnFlowContainer columnFlow = null!;
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[BackgroundDependencyLoader]
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private void load()
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{
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Header.Title = "Mod Select";
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Header.Description = "Mods provide different ways to enjoy gameplay. Some have an effect on the score you can achieve during ranked play. Others are just for fun.";
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AddRange(new Drawable[]
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{
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new ClickToReturnContainer
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{
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RelativeSizeAxes = Axes.Both,
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HandleMouse = { BindTarget = customisationVisible },
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OnClicked = () => customisationVisible.Value = false
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},
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modSettingsArea = new ModSettingsArea
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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Height = 0
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}
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});
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MainAreaContent.AddRange(new Drawable[]
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{
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new Container
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{
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Padding = new MarginPadding
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{
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Top = (ShowTotalMultiplier ? DifficultyMultiplierDisplay.HEIGHT : 0) + PADDING,
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},
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RelativeSizeAxes = Axes.Both,
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RelativePositionAxes = Axes.Both,
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Children = new Drawable[]
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{
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columnScroll = new ColumnScrollContainer
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{
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RelativeSizeAxes = Axes.Both,
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Masking = false,
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ClampExtension = 100,
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ScrollbarOverlapsContent = false,
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Child = columnFlow = new ColumnFlowContainer
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{
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Direction = FillDirection.Horizontal,
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Shear = new Vector2(SHEAR, 0),
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RelativeSizeAxes = Axes.Y,
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AutoSizeAxes = Axes.X,
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Spacing = new Vector2(10, 0),
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Margin = new MarginPadding { Horizontal = 70 },
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Children = new[]
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{
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createModColumnContent(ModType.DifficultyReduction, new[] { Key.Q, Key.W, Key.E, Key.R, Key.T, Key.Y, Key.U, Key.I, Key.O, Key.P }),
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createModColumnContent(ModType.DifficultyIncrease, new[] { Key.A, Key.S, Key.D, Key.F, Key.G, Key.H, Key.J, Key.K, Key.L }),
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createModColumnContent(ModType.Automation, new[] { Key.Z, Key.X, Key.C, Key.V, Key.B, Key.N, Key.M }),
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createModColumnContent(ModType.Conversion),
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createModColumnContent(ModType.Fun)
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}
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}
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}
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}
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}
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});
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if (ShowTotalMultiplier)
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{
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MainAreaContent.Add(new Container
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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AutoSizeAxes = Axes.X,
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Height = DifficultyMultiplierDisplay.HEIGHT,
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Margin = new MarginPadding { Horizontal = 100 },
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Child = multiplierDisplay = new DifficultyMultiplierDisplay
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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},
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});
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}
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if (AllowCustomisation)
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{
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Footer.Add(new ShearedToggleButton(200)
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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Margin = new MarginPadding { Vertical = PADDING, Left = 70 },
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Text = "Mod Customisation",
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Active = { BindTarget = customisationVisible }
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});
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}
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}
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private ColumnDimContainer createModColumnContent(ModType modType, Key[]? toggleKeys = null)
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=> new ColumnDimContainer(CreateModColumn(modType, toggleKeys))
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{
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AutoSizeAxes = Axes.X,
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RelativeSizeAxes = Axes.Y,
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RequestScroll = column => columnScroll.ScrollIntoView(column, extraScroll: 140)
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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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((IBindable<IReadOnlyList<Mod>>)modSettingsArea.SelectedMods).BindTo(SelectedMods);
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SelectedMods.BindValueChanged(val =>
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{
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updateMultiplier();
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updateCustomisation(val);
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updateSelectionFromBindable();
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}, true);
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foreach (var column in columnFlow.Columns)
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{
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column.SelectedMods.BindValueChanged(updateBindableFromSelection);
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}
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customisationVisible.BindValueChanged(_ => updateCustomisationVisualState(), true);
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updateAvailableMods();
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}
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private void updateMultiplier()
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{
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if (multiplierDisplay == null)
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return;
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double multiplier = 1.0;
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foreach (var mod in SelectedMods.Value)
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multiplier *= mod.ScoreMultiplier;
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multiplierDisplay.Current.Value = multiplier;
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}
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private void updateAvailableMods()
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{
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foreach (var column in columnFlow.Columns)
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column.Filter = isValidMod;
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}
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private void updateCustomisation(ValueChangedEvent<IReadOnlyList<Mod>> valueChangedEvent)
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{
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if (!AllowCustomisation)
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return;
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bool anyCustomisableMod = false;
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bool anyModWithRequiredCustomisationAdded = false;
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foreach (var mod in SelectedMods.Value)
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{
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anyCustomisableMod |= mod.GetSettingsSourceProperties().Any();
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anyModWithRequiredCustomisationAdded |= !valueChangedEvent.OldValue.Contains(mod) && mod.RequiresConfiguration;
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}
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if (anyCustomisableMod)
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{
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customisationVisible.Disabled = false;
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if (anyModWithRequiredCustomisationAdded && !customisationVisible.Value)
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customisationVisible.Value = true;
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}
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else
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{
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if (customisationVisible.Value)
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customisationVisible.Value = false;
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customisationVisible.Disabled = true;
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}
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}
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private void updateCustomisationVisualState()
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{
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const double transition_duration = 300;
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MainAreaContent.FadeColour(customisationVisible.Value ? Colour4.Gray : Colour4.White, transition_duration, Easing.InOutCubic);
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float modAreaHeight = customisationVisible.Value ? ModSettingsArea.HEIGHT : 0;
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modSettingsArea.ResizeHeightTo(modAreaHeight, transition_duration, Easing.InOutCubic);
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TopLevelContent.MoveToY(-modAreaHeight, transition_duration, Easing.InOutCubic);
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}
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private void updateSelectionFromBindable()
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{
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// note that selectionBindableSyncInProgress is purposefully not checked here.
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// this is because in the case of mod selection in solo gameplay, a user selection of a mod can actually lead to deselection of other incompatible mods.
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// to synchronise state correctly, updateBindableFromSelection() computes the final mods (including incompatibility rules) and updates SelectedMods,
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// and this method then runs unconditionally again to make sure the new visual selection accurately reflects the final set of selected mods.
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// selectionBindableSyncInProgress ensures that mutual infinite recursion does not happen after that unconditional call.
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foreach (var column in columnFlow.Columns)
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column.SelectedMods.Value = SelectedMods.Value.Where(mod => mod.Type == column.ModType).ToArray();
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}
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private bool selectionBindableSyncInProgress;
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private void updateBindableFromSelection(ValueChangedEvent<IReadOnlyList<Mod>> modSelectionChange)
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{
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if (selectionBindableSyncInProgress)
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return;
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selectionBindableSyncInProgress = true;
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SelectedMods.Value = ComputeNewModsFromSelection(
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modSelectionChange.NewValue.Except(modSelectionChange.OldValue),
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modSelectionChange.OldValue.Except(modSelectionChange.NewValue));
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selectionBindableSyncInProgress = false;
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}
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protected virtual IReadOnlyList<Mod> ComputeNewModsFromSelection(IEnumerable<Mod> addedMods, IEnumerable<Mod> removedMods)
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=> columnFlow.Columns.SelectMany(column => column.SelectedMods.Value).ToArray();
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protected override void PopIn()
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{
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const double fade_in_duration = 400;
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base.PopIn();
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multiplierDisplay?
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.Delay(fade_in_duration * 0.65f)
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.FadeIn(fade_in_duration / 2, Easing.OutQuint)
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.ScaleTo(1, fade_in_duration, Easing.OutElastic);
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for (int i = 0; i < columnFlow.Count; i++)
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{
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columnFlow[i].Column
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.TopLevelContent
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.Delay(i * 30)
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.MoveToY(0, fade_in_duration, Easing.OutQuint)
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.FadeIn(fade_in_duration, Easing.OutQuint);
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}
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}
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protected override void PopOut()
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{
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const double fade_out_duration = 500;
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base.PopOut();
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multiplierDisplay?
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.FadeOut(fade_out_duration / 2, Easing.OutQuint)
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.ScaleTo(0.75f, fade_out_duration, Easing.OutQuint);
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for (int i = 0; i < columnFlow.Count; i++)
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{
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const float distance = 700;
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columnFlow[i].Column
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.TopLevelContent
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.MoveToY(i % 2 == 0 ? -distance : distance, fade_out_duration, Easing.OutQuint)
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.FadeOut(fade_out_duration, Easing.OutQuint);
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}
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}
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internal class ColumnScrollContainer : OsuScrollContainer<ColumnFlowContainer>
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{
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public ColumnScrollContainer()
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: base(Direction.Horizontal)
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{
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}
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protected override void Update()
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{
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base.Update();
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// the bounds below represent the horizontal range of scroll items to be considered fully visible/active, in the scroll's internal coordinate space.
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// note that clamping is applied to the left scroll bound to ensure scrolling past extents does not change the set of active columns.
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float leftVisibleBound = Math.Clamp(Current, 0, ScrollableExtent);
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float rightVisibleBound = leftVisibleBound + DrawWidth;
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// if a movement is occurring at this time, the bounds below represent the full range of columns that the scroll movement will encompass.
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// this will be used to ensure that columns do not change state from active to inactive back and forth until they are fully scrolled past.
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float leftMovementBound = Math.Min(Current, Target);
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float rightMovementBound = Math.Max(Current, Target) + DrawWidth;
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foreach (var column in Child)
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{
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// DrawWidth/DrawPosition do not include shear effects, and we want to know the full extents of the columns post-shear,
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// so we have to manually compensate.
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var topLeft = column.ToSpaceOfOtherDrawable(Vector2.Zero, ScrollContent);
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var bottomRight = column.ToSpaceOfOtherDrawable(new Vector2(column.DrawWidth - column.DrawHeight * SHEAR, 0), ScrollContent);
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bool isCurrentlyVisible = Precision.AlmostBigger(topLeft.X, leftVisibleBound)
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&& Precision.DefinitelyBigger(rightVisibleBound, bottomRight.X);
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bool isBeingScrolledToward = Precision.AlmostBigger(topLeft.X, leftMovementBound)
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&& Precision.DefinitelyBigger(rightMovementBound, bottomRight.X);
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column.Active.Value = isCurrentlyVisible || isBeingScrolledToward;
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}
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}
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}
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internal class ColumnFlowContainer : FillFlowContainer<ColumnDimContainer>
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{
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public IEnumerable<ModColumn> Columns => Children.Select(dimWrapper => dimWrapper.Column);
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private readonly LayoutValue drawSizeLayout = new LayoutValue(Invalidation.DrawSize);
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public ColumnFlowContainer()
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{
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AddLayout(drawSizeLayout);
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}
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public override void Add(ColumnDimContainer dimContainer)
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{
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base.Add(dimContainer);
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Debug.Assert(dimContainer != null);
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dimContainer.Column.Shear = Vector2.Zero;
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}
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protected override void Update()
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{
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base.Update();
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if (!drawSizeLayout.IsValid)
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{
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Padding = new MarginPadding
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{
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Left = DrawHeight * SHEAR,
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Bottom = 10
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};
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drawSizeLayout.Validate();
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}
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}
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}
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internal class ColumnDimContainer : Container
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{
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public ModColumn Column { get; }
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public readonly Bindable<bool> Active = new BindableBool();
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public Action<ColumnDimContainer>? RequestScroll { get; set; }
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[Resolved]
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private OsuColour colours { get; set; } = null!;
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public ColumnDimContainer(ModColumn column)
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{
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Child = Column = column;
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column.Active.BindTo(Active);
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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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Active.BindValueChanged(_ => updateDim(), true);
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FinishTransforms();
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}
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private void updateDim()
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{
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Colour4 targetColour;
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if (Active.Value)
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targetColour = Colour4.White;
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else
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targetColour = IsHovered ? colours.GrayC : colours.Gray8;
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this.FadeColour(targetColour, 800, Easing.OutQuint);
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}
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protected override bool OnClick(ClickEvent e)
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{
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if (!Active.Value)
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RequestScroll?.Invoke(this);
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return true;
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}
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protected override bool OnHover(HoverEvent e)
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{
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base.OnHover(e);
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updateDim();
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return Active.Value;
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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base.OnHoverLost(e);
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updateDim();
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}
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}
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private class ClickToReturnContainer : Container
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{
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public BindableBool HandleMouse { get; } = new BindableBool();
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public Action? OnClicked { get; set; }
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protected override bool Handle(UIEvent e)
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{
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if (!HandleMouse.Value)
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return base.Handle(e);
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switch (e)
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{
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case ClickEvent _:
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OnClicked?.Invoke();
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return true;
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case MouseEvent _:
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return true;
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}
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return base.Handle(e);
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}
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}
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}
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}
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