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osu-lazer/osu.Game/Screens/Play/HUD/SoloGameplayLeaderboard.cs
2023-05-18 20:08:49 +09:00

109 lines
3.8 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.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Configuration;
using osu.Game.Online.API.Requests;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Scoring.Legacy;
using osu.Game.Screens.Select;
using osu.Game.Users;
namespace osu.Game.Screens.Play.HUD
{
public partial class SoloGameplayLeaderboard : GameplayLeaderboard
{
private const int duration = 100;
private readonly Bindable<bool> configVisibility = new Bindable<bool>();
private readonly Bindable<PlayBeatmapDetailArea.TabType> scoreSource = new Bindable<PlayBeatmapDetailArea.TabType>();
private readonly IUser trackingUser;
public readonly IBindableList<ScoreInfo> Scores = new BindableList<ScoreInfo>();
[Resolved]
private ScoreProcessor scoreProcessor { get; set; } = null!;
/// <summary>
/// Whether the leaderboard should be visible regardless of the configuration value.
/// This is true by default, but can be changed.
/// </summary>
public readonly Bindable<bool> AlwaysVisible = new Bindable<bool>(true);
public SoloGameplayLeaderboard(IUser trackingUser)
{
this.trackingUser = trackingUser;
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
config.BindWith(OsuSetting.GameplayLeaderboard, configVisibility);
config.BindWith(OsuSetting.BeatmapDetailTab, scoreSource);
}
protected override void LoadComplete()
{
base.LoadComplete();
Scores.BindCollectionChanged((_, _) => Scheduler.AddOnce(showScores), true);
// Alpha will be updated via `updateVisibility` below.
Alpha = 0;
AlwaysVisible.BindValueChanged(_ => updateVisibility());
configVisibility.BindValueChanged(_ => updateVisibility(), true);
}
private void showScores()
{
Clear();
if (!Scores.Any())
return;
foreach (var s in Scores)
{
var score = Add(s.User, false);
score.GetDisplayScore = s.GetDisplayScore;
score.TotalScore.Value = s.TotalScore;
score.Accuracy.Value = s.Accuracy;
score.Combo.Value = s.MaxCombo;
score.DisplayOrder.Value = s.OnlineID > 0 ? s.OnlineID : s.Date.ToUnixTimeSeconds();
}
ILeaderboardScore local = Add(trackingUser, true);
local.GetDisplayScore = scoreProcessor.GetDisplayScore;
local.TotalScore.BindTarget = scoreProcessor.TotalScore;
local.Accuracy.BindTarget = scoreProcessor.Accuracy;
local.Combo.BindTarget = scoreProcessor.HighestCombo;
// Local score should always show lower than any existing scores in cases of ties.
local.DisplayOrder.Value = long.MaxValue;
}
protected override bool CheckValidScorePosition(GameplayLeaderboardScore score, int position)
{
// change displayed position to '-' when there are 50 already submitted scores and tracked score is last
if (score.Tracked && scoreSource.Value != PlayBeatmapDetailArea.TabType.Local)
{
if (position == Flow.Count && Flow.Count > GetScoresRequest.MAX_SCORES_PER_REQUEST)
return false;
}
return base.CheckValidScorePosition(score, position);
}
private void updateVisibility() =>
this.FadeTo(AlwaysVisible.Value || configVisibility.Value ? 1 : 0, duration);
}
}