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450 lines
17 KiB
C#
450 lines
17 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Configuration;
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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.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Graphics.Transformations;
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using osu.Framework.Input;
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using osu.Framework.MathUtils;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Threading;
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using osu.Game.Graphics.Sprites;
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namespace osu.Game.Overlays
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{
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public class MusicController : FocusedOverlayContainer
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{
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private MusicControllerBackground backgroundSprite;
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private DragBar progress;
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private TextAwesome playButton, listButton;
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private SpriteText title, artist;
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private List<BeatmapSetInfo> playList;
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private List<BeatmapInfo> playHistory = new List<BeatmapInfo>();
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private int playListIndex;
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private int playHistoryIndex = -1;
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private TrackManager trackManager;
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private Bindable<WorkingBeatmap> beatmapSource;
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private Bindable<bool> preferUnicode;
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private WorkingBeatmap current;
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private BeatmapDatabase beatmaps;
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private BaseGame game;
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private Container dragContainer;
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public MusicController()
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{
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Width = 400;
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Height = 130;
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Margin = new MarginPadding(10);
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}
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protected override bool OnDragStart(InputState state) => true;
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protected override bool OnDrag(InputState state)
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{
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Vector2 change = (state.Mouse.Position - state.Mouse.PositionMouseDown.Value);
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// Diminish the drag distance as we go further to simulate "rubber band" feeling.
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change *= (float)Math.Pow(change.Length, 0.7f) / change.Length;
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dragContainer.MoveTo(change);
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return base.OnDrag(state);
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}
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protected override bool OnDragEnd(InputState state)
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{
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dragContainer.MoveTo(Vector2.Zero, 800, EasingTypes.OutElastic);
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return base.OnDragEnd(state);
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}
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[BackgroundDependencyLoader]
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private void load(OsuGameBase osuGame, OsuConfigManager config, BeatmapDatabase beatmaps, AudioManager audio,
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TextureStore textures, OsuColour colours)
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{
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unicodeString = config.GetUnicodeString;
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Children = new Drawable[]
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{
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dragContainer = new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Masking = true,
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CornerRadius = 5,
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EdgeEffect = new EdgeEffect
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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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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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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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TextSize = 25,
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Colour = Color4.White,
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Text = @"Nothing to play",
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Font = @"Exo2.0-MediumItalic"
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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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TextSize = 15,
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Colour = Color4.White,
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Text = @"Nothing to play",
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Font = @"Exo2.0-BoldItalic"
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},
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new ClickableContainer
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{
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AutoSizeAxes = Axes.Both,
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Origin = Anchor.Centre,
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Anchor = Anchor.BottomCentre,
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Position = new Vector2(0, -30),
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Action = () =>
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{
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if (current?.Track == null) return;
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if (current.Track.IsRunning)
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current.Track.Stop();
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else
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current.Track.Start();
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},
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Children = new Drawable[]
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{
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playButton = new TextAwesome
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{
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TextSize = 30,
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Icon = FontAwesome.fa_play_circle_o,
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre
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}
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}
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},
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new ClickableContainer
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{
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AutoSizeAxes = Axes.Both,
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Origin = Anchor.Centre,
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Anchor = Anchor.BottomCentre,
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Position = new Vector2(-30, -30),
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Action = prev,
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Children = new Drawable[]
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{
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new TextAwesome
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{
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TextSize = 15,
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Icon = FontAwesome.fa_step_backward,
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre
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}
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}
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},
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new ClickableContainer
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{
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AutoSizeAxes = Axes.Both,
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Origin = Anchor.Centre,
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Anchor = Anchor.BottomCentre,
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Position = new Vector2(30, -30),
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Action = next,
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Children = new Drawable[]
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{
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new TextAwesome
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{
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TextSize = 15,
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Icon = FontAwesome.fa_step_forward,
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre
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}
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}
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},
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new ClickableContainer
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{
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AutoSizeAxes = Axes.Both,
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Origin = Anchor.Centre,
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Anchor = Anchor.BottomRight,
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Position = new Vector2(20, -30),
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Children = new Drawable[]
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{
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listButton = new TextAwesome
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{
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TextSize = 15,
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Icon = FontAwesome.fa_bars,
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre
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}
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}
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},
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progress = new DragBar
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{
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Origin = Anchor.BottomCentre,
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Anchor = Anchor.BottomCentre,
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Height = 10,
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Colour = colours.Yellow,
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SeekRequested = seek
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}
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}
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}
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};
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this.beatmaps = beatmaps;
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trackManager = osuGame.Audio.Track;
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preferUnicode = config.GetBindable<bool>(OsuConfig.ShowUnicode);
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preferUnicode.ValueChanged += preferUnicode_changed;
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beatmapSource = osuGame.Beatmap ?? new Bindable<WorkingBeatmap>();
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playList = beatmaps.GetAllWithChildren<BeatmapSetInfo>();
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backgroundSprite = new MusicControllerBackground();
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dragContainer.Add(backgroundSprite);
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}
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protected override void LoadComplete()
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{
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beatmapSource.ValueChanged += workingChanged;
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workingChanged();
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base.LoadComplete();
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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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if (pendingBeatmapSwitch != null)
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{
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pendingBeatmapSwitch();
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pendingBeatmapSwitch = null;
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}
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if (current?.TrackLoaded ?? false)
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{
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progress.UpdatePosition((float)(current.Track.CurrentTime / current.Track.Length));
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playButton.Icon = current.Track.IsRunning ? FontAwesome.fa_pause_circle_o : FontAwesome.fa_play_circle_o;
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if (current.Track.HasCompleted && !current.Track.Looping) next();
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}
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}
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void preferUnicode_changed(object sender, EventArgs e)
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{
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updateDisplay(current, TransformDirection.None);
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}
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private void workingChanged(object sender = null, EventArgs e = null)
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{
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progress.IsEnabled = (beatmapSource.Value != null);
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if (beatmapSource.Value == current) return;
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bool audioEquals = current?.BeatmapInfo.AudioEquals(beatmapSource.Value.BeatmapInfo) ?? false;
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current = beatmapSource.Value;
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updateDisplay(current, audioEquals ? TransformDirection.None : TransformDirection.Next);
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appendToHistory(current.BeatmapInfo);
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}
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private void appendToHistory(BeatmapInfo beatmap)
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{
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if (playHistoryIndex >= 0)
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{
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if (beatmap.AudioEquals(playHistory[playHistoryIndex]))
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return;
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if (playHistoryIndex < playHistory.Count - 1)
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playHistory.RemoveRange(playHistoryIndex + 1, playHistory.Count - playHistoryIndex - 1);
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}
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playHistory.Insert(++playHistoryIndex, beatmap);
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}
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private void prev()
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{
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if (playHistoryIndex > 0)
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play(playHistory[--playHistoryIndex], false);
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}
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private void next()
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{
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if (playHistoryIndex < playHistory.Count - 1)
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play(playHistory[++playHistoryIndex], true);
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else
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{
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if (playList.Count == 0) return;
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if (current != null && playList.Count == 1) return;
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//shuffle
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BeatmapInfo nextToPlay;
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do
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{
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int j = RNG.Next(playListIndex, playList.Count);
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if (j != playListIndex)
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{
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BeatmapSetInfo temp = playList[playListIndex];
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playList[playListIndex] = playList[j];
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playList[j] = temp;
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}
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nextToPlay = playList[playListIndex++].Beatmaps[0];
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if (playListIndex == playList.Count) playListIndex = 0;
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}
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while (nextToPlay.AudioEquals(current?.BeatmapInfo));
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play(nextToPlay, true);
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appendToHistory(nextToPlay);
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}
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}
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private void play(BeatmapInfo info, bool isNext)
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{
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current = beatmaps.GetWorkingBeatmap(info, current);
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Task.Run(() =>
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{
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trackManager.SetExclusive(current.Track);
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current.Track.Start();
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beatmapSource.Value = current;
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});
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updateDisplay(current, isNext ? TransformDirection.Next : TransformDirection.Prev);
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}
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protected override void PerformLoad(BaseGame game)
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{
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this.game = game;
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base.PerformLoad(game);
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}
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Action 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 = () =>
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{
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Task.Run(() =>
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{
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if (beatmap?.Beatmap == null)
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//todo: we may need to display some default text here (currently in the constructor).
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return;
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BeatmapMetadata metadata = beatmap.Beatmap.BeatmapInfo.Metadata;
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title.Text = unicodeString(metadata.Title, metadata.TitleUnicode);
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artist.Text = unicodeString(metadata.Artist, metadata.ArtistUnicode);
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});
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MusicControllerBackground newBackground;
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(newBackground = new MusicControllerBackground(beatmap)).Preload(game, delegate
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{
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dragContainer.Add(newBackground);
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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, EasingTypes.OutCubic);
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backgroundSprite.MoveToX(-400, 500, EasingTypes.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, EasingTypes.OutCubic);
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backgroundSprite.MoveToX(400, 500, EasingTypes.OutCubic);
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break;
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}
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backgroundSprite.Expire();
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backgroundSprite = newBackground;
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});
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};
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}
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private Func<string, string, string> unicodeString;
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private void seek(float position)
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{
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current?.Track?.Seek(current.Track.Length * position);
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current?.Track?.Start();
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}
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protected override void Dispose(bool isDisposing)
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{
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if (preferUnicode != null)
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preferUnicode.ValueChanged -= preferUnicode_changed;
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base.Dispose(isDisposing);
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}
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const float transition_length = 800;
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protected override void PopIn()
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{
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base.PopIn();
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FadeIn(transition_length, EasingTypes.OutQuint);
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dragContainer.ScaleTo(1, transition_length, EasingTypes.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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FadeOut(transition_length, EasingTypes.OutQuint);
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dragContainer.ScaleTo(0.9f, transition_length, EasingTypes.OutQuint);
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}
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private enum TransformDirection { None, Next, Prev }
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private class MusicControllerBackground : BufferedContainer
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{
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private Sprite sprite;
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private WorkingBeatmap beatmap;
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public MusicControllerBackground(WorkingBeatmap beatmap = null)
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{
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this.beatmap = beatmap;
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CacheDrawnFrameBuffer = true;
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RelativeSizeAxes = Axes.Both;
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Depth = float.MaxValue;
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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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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 = 50,
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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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}
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}
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