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osu-lazer/osu.Game/Overlays/Volume/VolumeMeter.cs

290 lines
11 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.Globalization;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Effects;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Utils;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Input.Bindings;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Overlays.Volume
{
public class VolumeMeter : Container, IKeyBindingHandler<GlobalAction>
{
private CircularProgress volumeCircle;
private CircularProgress volumeCircleGlow;
public BindableDouble Bindable { get; } = new BindableDouble { MinValue = 0, MaxValue = 1, Precision = 0.01 };
private readonly float circleSize;
private readonly Color4 meterColour;
private readonly string name;
private OsuSpriteText text;
private BufferedContainer maxGlow;
public VolumeMeter(string name, float circleSize, Color4 meterColour)
{
this.circleSize = circleSize;
this.meterColour = meterColour;
this.name = name;
AutoSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
Color4 backgroundColour = colours.Gray1;
CircularProgress bgProgress;
const float progress_start_radius = 0.75f;
const float progress_size = 0.03f;
const float progress_end_radius = progress_start_radius + progress_size;
const float blur_amount = 5;
Children = new Drawable[]
{
new Container
{
Size = new Vector2(circleSize),
Children = new Drawable[]
{
new BufferedContainer
{
Alpha = 0.9f,
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new Circle
{
RelativeSizeAxes = Axes.Both,
Colour = backgroundColour,
},
new CircularContainer
{
Masking = true,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(progress_end_radius),
Children = new Drawable[]
{
bgProgress = new CircularProgress
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Rotation = 180,
Colour = backgroundColour,
},
new Container
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Name = "Progress under covers for smoothing",
RelativeSizeAxes = Axes.Both,
Rotation = 180,
Child = volumeCircle = new CircularProgress
{
RelativeSizeAxes = Axes.Both,
}
},
}
},
new Circle
{
Name = "Inner Cover",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = backgroundColour,
Size = new Vector2(progress_start_radius),
},
new Container
{
Name = "Progress overlay for glow",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(progress_start_radius + progress_size / 1.5f),
Rotation = 180,
Padding = new MarginPadding(-Blur.KernelSize(blur_amount)),
Child = (volumeCircleGlow = new CircularProgress
{
RelativeSizeAxes = Axes.Both,
InnerRadius = progress_size * 0.8f,
}).WithEffect(new GlowEffect
{
Colour = meterColour,
BlurSigma = new Vector2(blur_amount),
Strength = 5,
PadExtent = true
}),
},
},
},
maxGlow = (text = new OsuSpriteText
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Font = OsuFont.Numeric.With(size: 0.16f * circleSize)
}).WithEffect(new GlowEffect
{
Colour = Color4.Transparent,
PadExtent = true,
})
}
},
new Container
{
Size = new Vector2(120, 20),
CornerRadius = 10,
Masking = true,
Margin = new MarginPadding { Left = circleSize + 10 },
Origin = Anchor.CentreLeft,
Anchor = Anchor.CentreLeft,
Children = new Drawable[]
{
new Box
{
Alpha = 0.9f,
RelativeSizeAxes = Axes.Both,
Colour = backgroundColour,
},
new OsuSpriteText
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Font = OsuFont.GetFont(weight: FontWeight.Bold),
Text = name
}
}
}
};
Bindable.ValueChanged += volume =>
{
this.TransformTo("DisplayVolume",
volume.NewValue,
400,
Easing.OutQuint);
};
bgProgress.Current.Value = 0.75f;
}
protected override void LoadComplete()
{
base.LoadComplete();
Bindable.TriggerChange();
}
private double displayVolume;
protected double DisplayVolume
{
get => displayVolume;
set
{
displayVolume = value;
if (displayVolume > 0.99f)
{
text.Text = "MAX";
maxGlow.EffectColour = meterColour.Opacity(2f);
}
else
{
maxGlow.EffectColour = Color4.Transparent;
text.Text = Math.Round(displayVolume * 100).ToString(CultureInfo.CurrentCulture);
}
volumeCircle.Current.Value = displayVolume * 0.75f;
volumeCircleGlow.Current.Value = displayVolume * 0.75f;
}
}
public double Volume
{
get => Bindable.Value;
private set => Bindable.Value = value;
}
private const double adjust_step = 0.05;
public void Increase(double amount = 1, bool isPrecise = false) => adjust(amount, isPrecise);
public void Decrease(double amount = 1, bool isPrecise = false) => adjust(-amount, isPrecise);
// because volume precision is set to 0.01, this local is required to keep track of more precise adjustments and only apply when possible.
private double scrollAccumulation;
private void adjust(double delta, bool isPrecise)
{
scrollAccumulation += delta * adjust_step * (isPrecise ? 0.1 : 1);
var precision = Bindable.Precision;
while (Precision.AlmostBigger(Math.Abs(scrollAccumulation), precision))
{
Volume += Math.Sign(scrollAccumulation) * precision;
scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision);
}
}
protected override bool OnScroll(ScrollEvent e)
{
adjust(e.ScrollDelta.Y, e.IsPrecise);
return true;
}
private const float transition_length = 500;
protected override bool OnHover(HoverEvent e)
{
this.ScaleTo(1.04f, transition_length, Easing.OutExpo);
return false;
}
protected override void OnHoverLost(HoverLostEvent e)
{
this.ScaleTo(1f, transition_length, Easing.OutExpo);
}
public bool OnPressed(GlobalAction action)
{
if (!IsHovered)
return false;
switch (action)
{
case GlobalAction.SelectPrevious:
adjust(1, false);
return true;
case GlobalAction.SelectNext:
adjust(-1, false);
return true;
}
return false;
}
public void OnReleased(GlobalAction action)
{
}
}
}