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125 lines
4.1 KiB
C#
125 lines
4.1 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.Collections.Generic;
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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.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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namespace osu.Game.Screens.Play.HUD
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{
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public abstract partial class SongProgress : OverlayContainer, ISerialisableDrawable
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{
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// Some implementations of this element allow seeking during gameplay playback.
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// Set a sane default of never handling input to override the behaviour provided by OverlayContainer.
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public override bool HandleNonPositionalInput => Interactive.Value;
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public override bool HandlePositionalInput => Interactive.Value;
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protected override bool BlockScrollInput => false;
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/// <summary>
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/// Whether interaction should be allowed (ie. seeking). If <c>false</c>, interaction controls will not be displayed.
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/// </summary>
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/// <remarks>
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/// By default, this will be automatically decided based on the gameplay state.
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/// </remarks>
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public readonly Bindable<bool> Interactive = new Bindable<bool>();
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public bool UsesFixedAnchor { get; set; }
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[Resolved]
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protected IGameplayClock GameplayClock { get; private set; } = null!;
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[Resolved]
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private IFrameStableClock? frameStableClock { get; set; }
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/// <summary>
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/// The reference clock is used to accurately tell the current playfield's time (including catch-up lag).
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/// However, if none is available (i.e. used in tests), we fall back to the gameplay clock.
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/// </summary>
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protected IClock FrameStableClock => frameStableClock ?? GameplayClock;
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private IEnumerable<HitObject>? objects;
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public IEnumerable<HitObject> Objects
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{
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set
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{
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objects = value;
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(FirstHitTime, LastHitTime) = BeatmapExtensions.CalculatePlayableBounds(objects);
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UpdateObjects(objects);
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}
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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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Show();
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}
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protected double FirstHitTime { get; private set; }
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protected double LastHitTime { get; private set; }
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protected abstract void UpdateProgress(double progress, bool isIntro);
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protected virtual void UpdateObjects(IEnumerable<HitObject> objects) { }
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[BackgroundDependencyLoader]
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private void load(DrawableRuleset? drawableRuleset, Player? player)
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{
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if (drawableRuleset != null)
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{
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if (player?.Configuration.AllowUserInteraction == true)
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((IBindable<bool>)Interactive).BindTo(drawableRuleset.HasReplayLoaded);
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Objects = drawableRuleset.Objects;
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}
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}
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protected override void PopIn() => this.FadeIn(500, Easing.OutQuint);
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protected override void PopOut() => this.FadeOut(100);
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protected override void Update()
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{
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base.Update();
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if (objects == null)
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return;
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double currentTime = FrameStableClock.CurrentTime;
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bool isInIntro = currentTime < FirstHitTime;
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if (isInIntro)
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{
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double introStartTime = GameplayClock.StartTime;
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double introOffsetCurrent = currentTime - introStartTime;
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double introDuration = FirstHitTime - introStartTime;
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UpdateProgress(introOffsetCurrent / introDuration, true);
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}
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else
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{
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double objectOffsetCurrent = currentTime - FirstHitTime;
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double objectDuration = LastHitTime - FirstHitTime;
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if (objectDuration == 0)
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UpdateProgress(0, false);
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else
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UpdateProgress(objectOffsetCurrent / objectDuration, false);
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}
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}
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}
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}
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