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553 lines
21 KiB
C#
553 lines
21 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;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Input.Events;
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using osu.Framework.Localisation;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Overlays.Music;
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using osu.Game.Rulesets.Mods;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Overlays
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{
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public class MusicController : OsuFocusedOverlayContainer
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{
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private const float player_height = 130;
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private const float transition_length = 800;
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private const float progress_height = 10;
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private const float bottom_black_area_height = 55;
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private Drawable background;
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private ProgressBar progressBar;
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private IconButton prevButton;
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private IconButton playButton;
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private IconButton nextButton;
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private IconButton playlistButton;
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private SpriteText title, artist;
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private PlaylistOverlay playlist;
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private BeatmapManager beatmaps;
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private List<BeatmapSetInfo> beatmapSets;
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private Container dragContainer;
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private Container playerContainer;
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[Resolved]
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private Bindable<WorkingBeatmap> beatmap { get; set; }
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[Resolved]
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private IBindable<IReadOnlyList<Mod>> mods { get; set; }
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/// <summary>
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/// Provide a source for the toolbar height.
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/// </summary>
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public Func<float> GetToolbarHeight;
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public MusicController()
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{
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Width = 400;
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Margin = new MarginPadding(10);
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// required to let MusicController handle beatmap cycling.
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AlwaysPresent = true;
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}
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[BackgroundDependencyLoader]
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private void load(Bindable<WorkingBeatmap> beatmap, BeatmapManager beatmaps, OsuColour colours)
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{
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this.beatmaps = beatmaps;
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Children = new Drawable[]
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{
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dragContainer = new DragContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Children = new Drawable[]
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{
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playlist = new PlaylistOverlay
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{
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RelativeSizeAxes = Axes.X,
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Y = player_height + 10,
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OrderChanged = playlistOrderChanged
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},
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playerContainer = new Container
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{
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RelativeSizeAxes = Axes.X,
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Height = player_height,
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Masking = true,
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CornerRadius = 5,
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EdgeEffect = new EdgeEffectParameters
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{
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Type = EdgeEffectType.Shadow,
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Colour = Color4.Black.Opacity(40),
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Radius = 5,
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},
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Children = new[]
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{
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background = new Background(),
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title = new OsuSpriteText
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{
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Origin = Anchor.BottomCentre,
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Anchor = Anchor.TopCentre,
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Position = new Vector2(0, 40),
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Font = OsuFont.GetFont(size: 25, italics: true),
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Colour = Color4.White,
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Text = @"Nothing to play",
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},
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artist = new OsuSpriteText
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{
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Origin = Anchor.TopCentre,
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Anchor = Anchor.TopCentre,
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Position = new Vector2(0, 45),
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Font = OsuFont.GetFont(size: 15, weight: FontWeight.Bold, italics: true),
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Colour = Color4.White,
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Text = @"Nothing to play",
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},
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new Container
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{
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Padding = new MarginPadding { Bottom = progress_height },
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Height = bottom_black_area_height,
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RelativeSizeAxes = Axes.X,
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Origin = Anchor.BottomCentre,
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Anchor = Anchor.BottomCentre,
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Children = new Drawable[]
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{
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new FillFlowContainer<IconButton>
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{
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AutoSizeAxes = Axes.Both,
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Direction = FillDirection.Horizontal,
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Spacing = new Vector2(5),
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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Children = new[]
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{
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prevButton = new MusicIconButton
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Action = prev,
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Icon = FontAwesome.Solid.StepBackward,
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},
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playButton = new MusicIconButton
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Scale = new Vector2(1.4f),
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IconScale = new Vector2(1.4f),
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Action = play,
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Icon = FontAwesome.Regular.PlayCircle,
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},
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nextButton = new MusicIconButton
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Action = () => next(),
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Icon = FontAwesome.Solid.StepForward,
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},
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}
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},
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playlistButton = new MusicIconButton
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{
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Origin = Anchor.Centre,
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Anchor = Anchor.CentreRight,
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Position = new Vector2(-bottom_black_area_height / 2, 0),
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Icon = FontAwesome.Solid.Bars,
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Action = () => playlist.ToggleVisibility(),
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},
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}
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},
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progressBar = new ProgressBar
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{
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Origin = Anchor.BottomCentre,
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Anchor = Anchor.BottomCentre,
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Height = progress_height,
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FillColour = colours.Yellow,
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OnSeek = attemptSeek
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}
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},
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},
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}
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}
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};
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beatmapSets = beatmaps.GetAllUsableBeatmapSets();
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beatmaps.ItemAdded += handleBeatmapAdded;
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beatmaps.ItemRemoved += handleBeatmapRemoved;
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playlist.State.ValueChanged += s => playlistButton.FadeColour(s.NewValue == Visibility.Visible ? colours.Yellow : Color4.White, 200, Easing.OutQuint);
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}
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private ScheduledDelegate seekDelegate;
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private void attemptSeek(double progress)
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{
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seekDelegate?.Cancel();
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seekDelegate = Schedule(() =>
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{
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if (!beatmap.Disabled)
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current?.Track.Seek(progress);
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});
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}
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private void playlistOrderChanged(BeatmapSetInfo beatmapSetInfo, int index)
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{
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beatmapSets.Remove(beatmapSetInfo);
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beatmapSets.Insert(index, beatmapSetInfo);
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}
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private void handleBeatmapAdded(BeatmapSetInfo obj, bool existing)
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{
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if (existing)
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return;
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Schedule(() => beatmapSets.Add(obj));
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}
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private void handleBeatmapRemoved(BeatmapSetInfo obj) => Schedule(() => beatmapSets.RemoveAll(s => s.ID == obj.ID));
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protected override void LoadComplete()
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{
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beatmap.BindValueChanged(beatmapChanged, true);
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beatmap.BindDisabledChanged(beatmapDisabledChanged, true);
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mods.BindValueChanged(_ => updateAudioAdjustments(), true);
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base.LoadComplete();
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}
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private void beatmapDisabledChanged(bool disabled)
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{
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if (disabled)
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playlist.Hide();
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playButton.Enabled.Value = !disabled;
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prevButton.Enabled.Value = !disabled;
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nextButton.Enabled.Value = !disabled;
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playlistButton.Enabled.Value = !disabled;
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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Height = dragContainer.Height;
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dragContainer.Padding = new MarginPadding { Top = GetToolbarHeight?.Invoke() ?? 0 };
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}
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protected override void Update()
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{
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base.Update();
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var track = current?.TrackLoaded ?? false ? current.Track : null;
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if (track?.IsDummyDevice == false)
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{
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progressBar.EndTime = track.Length;
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progressBar.CurrentTime = track.CurrentTime;
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playButton.Icon = track.IsRunning ? FontAwesome.Regular.PauseCircle : FontAwesome.Regular.PlayCircle;
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}
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else
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{
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progressBar.CurrentTime = 0;
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progressBar.EndTime = 1;
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playButton.Icon = FontAwesome.Regular.PlayCircle;
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}
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}
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private void play()
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{
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var track = current?.Track;
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if (track == null)
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{
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if (!beatmap.Disabled)
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next(true);
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return;
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}
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if (track.IsRunning)
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track.Stop();
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else
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track.Start();
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}
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private void prev()
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{
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queuedDirection = TransformDirection.Prev;
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var playable = beatmapSets.TakeWhile(i => i.ID != current.BeatmapSetInfo.ID).LastOrDefault() ?? beatmapSets.LastOrDefault();
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if (playable != null)
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{
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beatmap.Value = beatmaps.GetWorkingBeatmap(playable.Beatmaps.First(), beatmap.Value);
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beatmap.Value.Track.Restart();
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}
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}
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private void next(bool instant = false)
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{
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if (!instant)
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queuedDirection = TransformDirection.Next;
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var playable = beatmapSets.SkipWhile(i => i.ID != current.BeatmapSetInfo.ID).Skip(1).FirstOrDefault() ?? beatmapSets.FirstOrDefault();
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if (playable != null)
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{
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beatmap.Value = beatmaps.GetWorkingBeatmap(playable.Beatmaps.First(), beatmap.Value);
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beatmap.Value.Track.Restart();
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}
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}
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private WorkingBeatmap current;
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private TransformDirection? queuedDirection;
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private void beatmapChanged(ValueChangedEvent<WorkingBeatmap> beatmap)
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{
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TransformDirection direction = TransformDirection.None;
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if (current != null)
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{
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bool audioEquals = beatmap.NewValue?.BeatmapInfo?.AudioEquals(current.BeatmapInfo) ?? false;
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if (audioEquals)
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direction = TransformDirection.None;
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else if (queuedDirection.HasValue)
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{
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direction = queuedDirection.Value;
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queuedDirection = null;
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}
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else
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{
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//figure out the best direction based on order in playlist.
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var last = beatmapSets.TakeWhile(b => b.ID != current.BeatmapSetInfo?.ID).Count();
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var next = beatmap.NewValue == null ? -1 : beatmapSets.TakeWhile(b => b.ID != beatmap.NewValue.BeatmapSetInfo?.ID).Count();
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direction = last > next ? TransformDirection.Prev : TransformDirection.Next;
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}
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//current.Track.Completed -= currentTrackCompleted;
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}
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current = beatmap.NewValue;
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if (current != null)
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current.Track.Completed += currentTrackCompleted;
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progressBar.CurrentTime = 0;
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updateDisplay(current, direction);
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updateAudioAdjustments();
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queuedDirection = null;
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}
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private void updateAudioAdjustments()
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{
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var track = current?.Track;
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if (track == null)
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return;
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track.ResetSpeedAdjustments();
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foreach (var mod in mods.Value.OfType<IApplicableToClock>())
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mod.ApplyToClock(track);
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}
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private void currentTrackCompleted() => Schedule(() =>
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{
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if (!current.Track.Looping && !beatmap.Disabled && beatmapSets.Any())
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next();
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});
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private ScheduledDelegate pendingBeatmapSwitch;
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private void updateDisplay(WorkingBeatmap beatmap, TransformDirection direction)
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{
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//we might be off-screen when this update comes in.
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//rather than Scheduling, manually handle this to avoid possible memory contention.
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pendingBeatmapSwitch?.Cancel();
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pendingBeatmapSwitch = Schedule(delegate
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{
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// todo: this can likely be replaced with WorkingBeatmap.GetBeatmapAsync()
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Task.Run(() =>
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{
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if (beatmap?.Beatmap == null) //this is not needed if a placeholder exists
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{
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title.Text = @"Nothing to play";
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artist.Text = @"Nothing to play";
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}
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else
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{
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BeatmapMetadata metadata = beatmap.Metadata;
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title.Text = new LocalisedString((metadata.TitleUnicode, metadata.Title));
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artist.Text = new LocalisedString((metadata.ArtistUnicode, metadata.Artist));
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}
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});
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LoadComponentAsync(new Background(beatmap) { Depth = float.MaxValue }, newBackground =>
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{
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switch (direction)
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{
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case TransformDirection.Next:
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newBackground.Position = new Vector2(400, 0);
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newBackground.MoveToX(0, 500, Easing.OutCubic);
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background.MoveToX(-400, 500, Easing.OutCubic);
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break;
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case TransformDirection.Prev:
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newBackground.Position = new Vector2(-400, 0);
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newBackground.MoveToX(0, 500, Easing.OutCubic);
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background.MoveToX(400, 500, Easing.OutCubic);
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break;
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}
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background.Expire();
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background = newBackground;
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playerContainer.Add(newBackground);
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});
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});
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}
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protected override void PopIn()
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{
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base.PopIn();
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this.FadeIn(transition_length, Easing.OutQuint);
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dragContainer.ScaleTo(1, transition_length, Easing.OutElastic);
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}
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protected override void PopOut()
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{
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base.PopOut();
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// This is here mostly as a performance fix.
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// If the playlist is not hidden it will update children even when the music controller is hidden (due to AlwaysPresent).
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playlist.Hide();
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this.FadeOut(transition_length, Easing.OutQuint);
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dragContainer.ScaleTo(0.9f, transition_length, Easing.OutQuint);
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}
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private enum TransformDirection
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{
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None,
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Next,
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Prev
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}
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private class MusicIconButton : IconButton
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{
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public MusicIconButton()
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{
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AutoSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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HoverColour = colours.YellowDark.Opacity(0.6f);
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FlashColour = colours.Yellow;
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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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// works with AutoSizeAxes above to make buttons autosize with the scale animation.
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Content.AutoSizeAxes = Axes.None;
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Content.Size = new Vector2(DEFAULT_BUTTON_SIZE);
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}
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}
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private class Background : BufferedContainer
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{
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private readonly Sprite sprite;
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private readonly WorkingBeatmap beatmap;
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public Background(WorkingBeatmap beatmap = null)
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{
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this.beatmap = beatmap;
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CacheDrawnFrameBuffer = true;
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Depth = float.MaxValue;
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RelativeSizeAxes = Axes.Both;
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Children = new Drawable[]
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{
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sprite = new Sprite
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{
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.Gray(150),
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FillMode = FillMode.Fill,
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},
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new Box
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{
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RelativeSizeAxes = Axes.X,
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Height = bottom_black_area_height,
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Origin = Anchor.BottomCentre,
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Anchor = Anchor.BottomCentre,
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Colour = Color4.Black.Opacity(0.5f)
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}
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};
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}
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[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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{
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sprite.Texture = beatmap?.Background ?? textures.Get(@"Backgrounds/bg4");
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}
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}
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private class DragContainer : Container
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{
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protected override bool OnDragStart(DragStartEvent e)
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{
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return true;
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}
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protected override bool OnDrag(DragEvent e)
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{
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Vector2 change = e.MousePosition - e.MouseDownPosition;
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// Diminish the drag distance as we go further to simulate "rubber band" feeling.
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change *= change.Length <= 0 ? 0 : (float)Math.Pow(change.Length, 0.7f) / change.Length;
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this.MoveTo(change);
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return true;
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}
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protected override bool OnDragEnd(DragEndEvent e)
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{
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this.MoveTo(Vector2.Zero, 800, Easing.OutElastic);
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return base.OnDragEnd(e);
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}
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}
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}
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}
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