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osu-lazer/osu.Game/Screens/Play/HUD/GameplayLeaderboard.cs

194 lines
6.9 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.
using System;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Caching;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Game.Graphics.Containers;
using osu.Game.Users;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Screens.Play.HUD
{
public abstract partial class GameplayLeaderboard : CompositeDrawable
{
private readonly Cached sorting = new Cached();
public Bindable<bool> Expanded = new Bindable<bool>();
protected readonly FillFlowContainer<GameplayLeaderboardScore> Flow;
private bool requiresScroll;
private readonly OsuScrollContainer scroll;
public GameplayLeaderboardScore? TrackedScore { get; private set; }
private const int max_panels = 8;
/// <summary>
/// Create a new leaderboard.
/// </summary>
protected GameplayLeaderboard()
{
Width = GameplayLeaderboardScore.EXTENDED_WIDTH + GameplayLeaderboardScore.SHEAR_WIDTH;
InternalChildren = new Drawable[]
{
scroll = new InputDisabledScrollContainer
{
ClampExtension = 0,
RelativeSizeAxes = Axes.Both,
Child = Flow = new FillFlowContainer<GameplayLeaderboardScore>
{
RelativeSizeAxes = Axes.X,
X = GameplayLeaderboardScore.SHEAR_WIDTH,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Spacing = new Vector2(2.5f),
LayoutDuration = 450,
LayoutEasing = Easing.OutQuint,
}
}
};
}
protected override void LoadComplete()
{
base.LoadComplete();
Scheduler.AddDelayed(sort, 1000, true);
}
/// <summary>
/// Adds a player to the leaderboard.
/// </summary>
/// <param name="user">The player.</param>
/// <param name="isTracked">
/// Whether the player should be tracked on the leaderboard.
/// Set to <c>true</c> for the local player or a player whose replay is currently being played.
/// </param>
public ILeaderboardScore Add(IUser? user, bool isTracked)
{
var drawable = CreateLeaderboardScoreDrawable(user, isTracked);
if (isTracked)
{
if (TrackedScore != null)
throw new InvalidOperationException("Cannot track more than one score.");
TrackedScore = drawable;
}
drawable.Expanded.BindTo(Expanded);
Flow.Add(drawable);
drawable.TotalScore.BindValueChanged(_ => sorting.Invalidate(), true);
drawable.DisplayOrder.BindValueChanged(_ => sorting.Invalidate(), true);
int displayCount = Math.Min(Flow.Count, max_panels);
Height = displayCount * (GameplayLeaderboardScore.PANEL_HEIGHT + Flow.Spacing.Y);
requiresScroll = displayCount != Flow.Count;
return drawable;
}
public void Clear()
{
Flow.Clear();
TrackedScore = null;
scroll.ScrollToStart(false);
}
protected virtual GameplayLeaderboardScore CreateLeaderboardScoreDrawable(IUser? user, bool isTracked) =>
new GameplayLeaderboardScore(user, isTracked);
protected override void Update()
{
base.Update();
if (requiresScroll && TrackedScore != null)
{
float scrollTarget = scroll.GetChildPosInContent(TrackedScore) + TrackedScore.DrawHeight / 2 - scroll.DrawHeight / 2;
scroll.ScrollTo(scrollTarget);
}
const float panel_height = GameplayLeaderboardScore.PANEL_HEIGHT;
float fadeBottom = scroll.Current + scroll.DrawHeight;
float fadeTop = scroll.Current + panel_height;
if (scroll.IsScrolledToStart()) fadeTop -= panel_height;
if (!scroll.IsScrolledToEnd()) fadeBottom -= panel_height;
// logic is mostly shared with Leaderboard, copied here for simplicity.
foreach (var c in Flow.Children)
{
float topY = c.ToSpaceOfOtherDrawable(Vector2.Zero, Flow).Y;
float bottomY = topY + panel_height;
bool requireTopFade = requiresScroll && topY <= fadeTop;
bool requireBottomFade = requiresScroll && bottomY >= fadeBottom;
if (!requireTopFade && !requireBottomFade)
c.Colour = Color4.White;
else if (topY > fadeBottom + panel_height || bottomY < fadeTop - panel_height)
c.Colour = Color4.Transparent;
else
{
if (requireBottomFade)
{
c.Colour = ColourInfo.GradientVertical(
Color4.White.Opacity(Math.Min(1 - (topY - fadeBottom) / panel_height, 1)),
Color4.White.Opacity(Math.Min(1 - (bottomY - fadeBottom) / panel_height, 1)));
}
else if (requiresScroll)
{
c.Colour = ColourInfo.GradientVertical(
Color4.White.Opacity(Math.Min(1 - (fadeTop - topY) / panel_height, 1)),
Color4.White.Opacity(Math.Min(1 - (fadeTop - bottomY) / panel_height, 1)));
}
}
}
}
private void sort()
{
if (sorting.IsValid)
return;
var orderedByScore = Flow
.OrderByDescending(i => i.TotalScore.Value)
.ThenBy(i => i.DisplayOrder.Value)
.ToList();
for (int i = 0; i < Flow.Count; i++)
{
Flow.SetLayoutPosition(orderedByScore[i], i);
orderedByScore[i].ScorePosition = CheckValidScorePosition(orderedByScore[i], i + 1) ? i + 1 : null;
}
sorting.Validate();
}
protected virtual bool CheckValidScorePosition(GameplayLeaderboardScore score, int position) => true;
private partial class InputDisabledScrollContainer : OsuScrollContainer
{
public InputDisabledScrollContainer()
{
ScrollbarVisible = false;
}
public override bool HandlePositionalInput => false;
public override bool HandleNonPositionalInput => false;
}
}
}