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191 lines
7.9 KiB
C#
191 lines
7.9 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.Threading;
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using JetBrains.Annotations;
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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.Cursor;
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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.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets;
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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.Beatmaps.Drawables
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{
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public class DifficultyIcon : CompositeDrawable, IHasCustomTooltip<DifficultyIconTooltipContent>
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{
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private readonly Container iconContainer;
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/// <summary>
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/// Size of this difficulty icon.
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/// </summary>
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public new Vector2 Size
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{
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get => iconContainer.Size;
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set => iconContainer.Size = value;
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}
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[NotNull]
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private readonly IBeatmapInfo beatmapInfo;
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[CanBeNull]
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private readonly IRulesetInfo ruleset;
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[CanBeNull]
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private readonly IReadOnlyList<Mod> mods;
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private readonly bool shouldShowTooltip;
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private readonly bool performBackgroundDifficultyLookup;
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private readonly Bindable<StarDifficulty> difficultyBindable = new Bindable<StarDifficulty>();
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private Drawable background;
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/// <summary>
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/// Creates a new <see cref="DifficultyIcon"/> with a given <see cref="RulesetInfo"/> and <see cref="Mod"/> combination.
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/// </summary>
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/// <param name="beatmapInfo">The beatmap to show the difficulty of.</param>
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/// <param name="ruleset">The ruleset to show the difficulty with.</param>
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/// <param name="mods">The mods to show the difficulty with.</param>
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/// <param name="shouldShowTooltip">Whether to display a tooltip when hovered.</param>
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/// <param name="performBackgroundDifficultyLookup">Whether to perform difficulty lookup (including calculation if necessary).</param>
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public DifficultyIcon([NotNull] IBeatmapInfo beatmapInfo, [CanBeNull] IRulesetInfo ruleset, [CanBeNull] IReadOnlyList<Mod> mods, bool shouldShowTooltip = true, bool performBackgroundDifficultyLookup = true)
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: this(beatmapInfo, shouldShowTooltip, performBackgroundDifficultyLookup)
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{
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this.ruleset = ruleset ?? beatmapInfo.Ruleset;
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this.mods = mods ?? Array.Empty<Mod>();
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}
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/// <summary>
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/// Creates a new <see cref="DifficultyIcon"/> that follows the currently-selected ruleset and mods.
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/// </summary>
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/// <param name="beatmapInfo">The beatmap to show the difficulty of.</param>
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/// <param name="shouldShowTooltip">Whether to display a tooltip when hovered.</param>
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/// <param name="performBackgroundDifficultyLookup">Whether to perform difficulty lookup (including calculation if necessary).</param>
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public DifficultyIcon([NotNull] IBeatmapInfo beatmapInfo, bool shouldShowTooltip = true, bool performBackgroundDifficultyLookup = true)
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{
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this.beatmapInfo = beatmapInfo ?? throw new ArgumentNullException(nameof(beatmapInfo));
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this.shouldShowTooltip = shouldShowTooltip;
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this.performBackgroundDifficultyLookup = performBackgroundDifficultyLookup;
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AutoSizeAxes = Axes.Both;
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InternalChild = iconContainer = new Container { Size = new Vector2(20f) };
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}
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[Resolved]
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private IRulesetStore rulesets { get; set; }
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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iconContainer.Children = new Drawable[]
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{
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new CircularContainer
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Masking = true,
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EdgeEffect = new EdgeEffectParameters
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{
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Colour = Color4.Black.Opacity(0.06f),
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Type = EdgeEffectType.Shadow,
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Radius = 3,
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},
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Child = background = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = colours.ForStarDifficulty(beatmapInfo.StarRating) // Default value that will be re-populated once difficulty calculation completes
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},
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},
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new ConstrainedIconContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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// the null coalesce here is only present to make unit tests work (ruleset dlls aren't copied correctly for testing at the moment)
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Icon = getRulesetIcon()
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},
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};
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if (performBackgroundDifficultyLookup)
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iconContainer.Add(new DelayedLoadUnloadWrapper(() => new DifficultyRetriever(beatmapInfo, ruleset, mods) { StarDifficulty = { BindTarget = difficultyBindable } }, 0));
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else
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difficultyBindable.Value = new StarDifficulty(beatmapInfo.StarRating, 0);
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difficultyBindable.BindValueChanged(difficulty => background.Colour = colours.ForStarDifficulty(difficulty.NewValue.Stars));
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}
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private Drawable getRulesetIcon()
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{
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int? onlineID = (ruleset ?? beatmapInfo.Ruleset).OnlineID;
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if (onlineID >= 0 && rulesets.GetRuleset(onlineID.Value)?.CreateInstance() is Ruleset rulesetInstance)
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return rulesetInstance.CreateIcon();
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return new SpriteIcon { Icon = FontAwesome.Regular.QuestionCircle };
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}
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ITooltip<DifficultyIconTooltipContent> IHasCustomTooltip<DifficultyIconTooltipContent>.GetCustomTooltip() => new DifficultyIconTooltip();
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DifficultyIconTooltipContent IHasCustomTooltip<DifficultyIconTooltipContent>.TooltipContent => shouldShowTooltip ? new DifficultyIconTooltipContent(beatmapInfo, difficultyBindable) : null;
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private class DifficultyRetriever : Component
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{
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public readonly Bindable<StarDifficulty> StarDifficulty = new Bindable<StarDifficulty>();
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private readonly IBeatmapInfo beatmapInfo;
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private readonly IRulesetInfo ruleset;
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private readonly IReadOnlyList<Mod> mods;
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private CancellationTokenSource difficultyCancellation;
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[Resolved]
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private BeatmapDifficultyCache difficultyCache { get; set; }
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public DifficultyRetriever(IBeatmapInfo beatmapInfo, IRulesetInfo ruleset, IReadOnlyList<Mod> mods)
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{
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this.beatmapInfo = beatmapInfo;
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this.ruleset = ruleset;
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this.mods = mods;
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}
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private IBindable<StarDifficulty?> localStarDifficulty;
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[BackgroundDependencyLoader]
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private void load()
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{
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difficultyCancellation = new CancellationTokenSource();
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localStarDifficulty = ruleset != null
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? difficultyCache.GetBindableDifficulty(beatmapInfo, ruleset, mods, difficultyCancellation.Token)
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: difficultyCache.GetBindableDifficulty(beatmapInfo, difficultyCancellation.Token);
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localStarDifficulty.BindValueChanged(d =>
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{
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if (d.NewValue is StarDifficulty diff)
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StarDifficulty.Value = diff;
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});
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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difficultyCancellation?.Cancel();
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}
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}
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}
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}
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