1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-30 15:02:56 +08:00
osu-lazer/osu.Game.Rulesets.Mania/UI/ColumnFlow.cs
2024-01-30 03:07:37 +03:00

143 lines
5.1 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 osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Skinning;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Rulesets.Mania.UI
{
/// <summary>
/// A <see cref="Drawable"/> which flows its contents according to the <see cref="Column"/>s in a <see cref="Stage"/>.
/// Content can be added to individual columns via <see cref="SetContentForColumn"/>.
/// </summary>
/// <typeparam name="TContent">The type of content in each column.</typeparam>
public partial class ColumnFlow<TContent> : CompositeDrawable
where TContent : Drawable
{
/// <summary>
/// All contents added to this <see cref="ColumnFlow{TContent}"/>.
/// </summary>
public TContent[] Content { get; }
private readonly FillFlowContainer<Container<TContent>> columns;
private readonly StageDefinition stageDefinition;
public ColumnFlow(StageDefinition stageDefinition)
{
this.stageDefinition = stageDefinition;
Content = new TContent[stageDefinition.Columns];
AutoSizeAxes = Axes.X;
Masking = true;
InternalChild = columns = new FillFlowContainer<Container<TContent>>
{
RelativeSizeAxes = Axes.Y,
AutoSizeAxes = Axes.X,
Direction = FillDirection.Horizontal,
};
for (int i = 0; i < stageDefinition.Columns; i++)
columns.Add(new Container<TContent> { RelativeSizeAxes = Axes.Y });
}
private ISkinSource currentSkin;
[BackgroundDependencyLoader]
private void load(ISkinSource skin)
{
currentSkin = skin;
skin.SourceChanged += onSkinChanged;
onSkinChanged();
}
protected override void LoadComplete()
{
base.LoadComplete();
updateMobileSizing();
}
private void onSkinChanged()
{
for (int i = 0; i < stageDefinition.Columns; i++)
{
if (i > 0)
{
float spacing = currentSkin.GetConfig<ManiaSkinConfigurationLookup, float>(
new ManiaSkinConfigurationLookup(LegacyManiaSkinConfigurationLookups.ColumnSpacing, i - 1))
?.Value ?? Stage.COLUMN_SPACING;
columns[i].Margin = new MarginPadding { Left = spacing };
}
float? width = currentSkin.GetConfig<ManiaSkinConfigurationLookup, float>(
new ManiaSkinConfigurationLookup(LegacyManiaSkinConfigurationLookups.ColumnWidth, i))
?.Value;
bool isSpecialColumn = stageDefinition.IsSpecialColumn(i);
// only used by default skin (legacy skins get defaults set in LegacyManiaSkinConfiguration)
width ??= isSpecialColumn ? Column.SPECIAL_COLUMN_WIDTH : Column.COLUMN_WIDTH;
columns[i].Width = width.Value;
}
updateMobileSizing();
}
/// <summary>
/// Sets the content of one of the columns of this <see cref="ColumnFlow{TContent}"/>.
/// </summary>
/// <param name="column">The index of the column to set the content of.</param>
/// <param name="content">The content.</param>
public void SetContentForColumn(int column, TContent content)
{
Content[column] = columns[column].Child = content;
}
private void updateMobileSizing()
{
if (!IsLoaded || !RuntimeInfo.IsMobile)
return;
// GridContainer+CellContainer containing this stage (gets split up for dual stages).
Vector2? containingCell = this.FindClosestParent<Stage>()?.Parent?.DrawSize;
// Will be null in tests.
if (containingCell == null)
return;
float aspectRatio = containingCell.Value.X / containingCell.Value.Y;
// 2.83 is a mostly arbitrary scale-up (170 / 60, based on original implementation for argon)
float mobileAdjust = 2.83f * Math.Min(1, 7f / stageDefinition.Columns);
// 1.92 is a "reference" mobile screen aspect ratio for phones.
// We should scale it back for cases like tablets which aren't so extreme.
mobileAdjust *= aspectRatio / 1.92f;
// Best effort until we have better mobile support.
for (int i = 0; i < stageDefinition.Columns; i++)
columns[i].Width *= mobileAdjust;
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (currentSkin != null)
currentSkin.SourceChanged -= onSkinChanged;
}
}
}