mirror of
https://github.com/ppy/osu.git
synced 2024-12-30 21:42:56 +08:00
176 lines
6.0 KiB
C#
176 lines
6.0 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.Collections.Generic;
|
|
using System.Linq;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
|
|
{
|
|
/// <summary>
|
|
/// A grid of players playing the multiplayer match.
|
|
/// </summary>
|
|
public partial class PlayerGrid : CompositeDrawable
|
|
{
|
|
/// <summary>
|
|
/// A temporary limitation on the number of players, because only layouts up to 16 players are supported for a single screen.
|
|
/// Todo: Can be removed in the future with scrolling support + performance improvements.
|
|
/// </summary>
|
|
public const int MAX_PLAYERS = 16;
|
|
|
|
private const float player_spacing = 5;
|
|
|
|
/// <summary>
|
|
/// The currently-maximised facade.
|
|
/// </summary>
|
|
public Drawable MaximisedFacade => maximisedFacade;
|
|
|
|
private readonly Facade maximisedFacade;
|
|
private readonly Container paddingContainer;
|
|
private readonly FillFlowContainer<Facade> facadeContainer;
|
|
private readonly Container<Cell> cellContainer;
|
|
|
|
public PlayerGrid()
|
|
{
|
|
InternalChildren = new Drawable[]
|
|
{
|
|
paddingContainer = new Container
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Padding = new MarginPadding(player_spacing),
|
|
Children = new Drawable[]
|
|
{
|
|
new Container
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Child = facadeContainer = new FillFlowContainer<Facade>
|
|
{
|
|
RelativeSizeAxes = Axes.X,
|
|
AutoSizeAxes = Axes.Y,
|
|
Spacing = new Vector2(player_spacing),
|
|
}
|
|
},
|
|
maximisedFacade = new Facade { RelativeSizeAxes = Axes.Both }
|
|
}
|
|
},
|
|
cellContainer = new Container<Cell> { RelativeSizeAxes = Axes.Both }
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a new cell with content to this grid.
|
|
/// </summary>
|
|
/// <param name="content">The content the cell should contain.</param>
|
|
/// <exception cref="InvalidOperationException">If more than <see cref="MAX_PLAYERS"/> cells are added.</exception>
|
|
public void Add(Drawable content)
|
|
{
|
|
if (cellContainer.Count == MAX_PLAYERS)
|
|
throw new InvalidOperationException($"Only {MAX_PLAYERS} cells are supported.");
|
|
|
|
int index = cellContainer.Count;
|
|
|
|
var facade = new Facade();
|
|
facadeContainer.Add(facade);
|
|
|
|
var cell = new Cell(index, content) { ToggleMaximisationState = toggleMaximisationState };
|
|
cell.SetFacade(facade);
|
|
|
|
cellContainer.Add(cell);
|
|
}
|
|
|
|
/// <summary>
|
|
/// The content added to this grid.
|
|
/// </summary>
|
|
public IEnumerable<Drawable> Content => cellContainer.OrderBy(c => c.FacadeIndex).Select(c => c.Content);
|
|
|
|
// A depth value that gets decremented every time a new instance is maximised in order to reduce underlaps.
|
|
private float maximisedInstanceDepth;
|
|
|
|
private void toggleMaximisationState(Cell target)
|
|
{
|
|
// Iterate through all cells to ensure only one is maximised at any time.
|
|
foreach (var i in cellContainer.ToList())
|
|
{
|
|
if (i == target)
|
|
i.IsMaximised = !i.IsMaximised;
|
|
else
|
|
i.IsMaximised = false;
|
|
|
|
if (i.IsMaximised)
|
|
{
|
|
// Transfer cell to the maximised facade.
|
|
i.SetFacade(maximisedFacade);
|
|
cellContainer.ChangeChildDepth(i, maximisedInstanceDepth -= 0.001f);
|
|
}
|
|
else
|
|
{
|
|
// Transfer cell back to its original facade.
|
|
i.SetFacade(facadeContainer[i.FacadeIndex]);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
// Different layouts are used for varying cell counts in order to maximise dimensions.
|
|
Vector2 cellsPerDimension;
|
|
|
|
switch (facadeContainer.Count)
|
|
{
|
|
case 1:
|
|
cellsPerDimension = Vector2.One;
|
|
break;
|
|
|
|
case 2:
|
|
cellsPerDimension = new Vector2(2, 1);
|
|
break;
|
|
|
|
case 3:
|
|
case 4:
|
|
cellsPerDimension = new Vector2(2);
|
|
break;
|
|
|
|
case 5:
|
|
case 6:
|
|
cellsPerDimension = new Vector2(3, 2);
|
|
break;
|
|
|
|
case 7:
|
|
case 8:
|
|
case 9:
|
|
// 3 rows / 3 cols.
|
|
cellsPerDimension = new Vector2(3);
|
|
break;
|
|
|
|
case 10:
|
|
case 11:
|
|
case 12:
|
|
// 3 rows / 4 cols.
|
|
cellsPerDimension = new Vector2(4, 3);
|
|
break;
|
|
|
|
default:
|
|
// 4 rows / 4 cols.
|
|
cellsPerDimension = new Vector2(4);
|
|
break;
|
|
}
|
|
|
|
// Total inter-cell spacing.
|
|
Vector2 totalCellSpacing = player_spacing * (cellsPerDimension - Vector2.One);
|
|
|
|
Vector2 fullSize = paddingContainer.ChildSize - totalCellSpacing;
|
|
Vector2 cellSize = Vector2.Divide(fullSize, new Vector2(cellsPerDimension.X, cellsPerDimension.Y));
|
|
|
|
foreach (var cell in facadeContainer)
|
|
cell.Size = cellSize;
|
|
}
|
|
}
|
|
}
|