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242 lines
8.5 KiB
C#
242 lines
8.5 KiB
C#
using osu.Framework;
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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.Transformations;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace osu.Game.Graphics.UserInterface
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{
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/// <summary>
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/// Skeleton for a counter which value rolls-up in a lapse of time.
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/// </summary>
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/// <remarks>
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/// This class only abstracts the basics to roll-up a value in a lapse of time by using Transforms.
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/// In order to show a value, you must implement a way to display it, i.e., as a numeric counter or a bar.
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/// </remarks>
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/// <typeparam name="T">Type of the actual counter.</typeparam>
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public abstract class RollingCounter<T> : Container
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{
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/// <summary>
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/// Type of the Transform to use.
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/// </summary>
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/// <remarks>
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/// Must be a subclass of Transform<T>
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/// </remarks>
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protected virtual Type transformType => typeof(Transform<T>);
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protected ulong RollingTotalDuration = 0;
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/// <summary>
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/// If true, each time the Count is updated, it will roll over from the current visible value.
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/// Else, it will roll up from the current count value.
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/// </summary>
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public bool IsRollingContinuous = true;
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/// <summary>
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/// If true, the roll-up duration will be proportional to the counter.
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/// </summary>
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public bool IsRollingProportional = false;
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/// <summary>
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/// If IsRollingProportional = false, duration in milliseconds for the counter roll-up animation for each
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/// element; else duration in milliseconds for the counter roll-up animation in total.
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/// </summary>
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public ulong RollingDuration = 0;
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/// <summary>
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/// Easing for the counter rollover animation.
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/// </summary>
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public EasingTypes RollingEasing = EasingTypes.None;
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protected T prevVisibleCount;
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protected T visibleCount;
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/// <summary>
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/// Value shown at the current moment.
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/// </summary>
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public virtual T VisibleCount
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{
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get
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{
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return visibleCount;
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}
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protected set
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{
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prevVisibleCount = visibleCount;
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if (visibleCount.Equals(value))
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return;
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visibleCount = value;
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transformVisibleCount(prevVisibleCount, value);
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}
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}
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protected T prevCount;
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protected T count;
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/// <summary>
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/// Actual value of counter.
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/// </summary>
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public virtual T Count
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{
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get
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{
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return count;
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}
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set
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{
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prevCount = count;
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count = value;
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if (Clock != null)
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{
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RollingTotalDuration =
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IsRollingProportional
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? getProportionalDuration(VisibleCount, value)
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: RollingDuration;
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transformCount(IsRollingContinuous ? VisibleCount : prevCount, value);
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}
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}
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}
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protected RollingCounter()
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{
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Debug.Assert(
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transformType.IsSubclassOf(typeof(Transform<T>)) || transformType == typeof(Transform<T>),
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@"transformType should be a subclass of Transform<T>."
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);
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}
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public override void Load(BaseGame game)
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{
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base.Load(game);
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removeTransforms(transformType);
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if (Count == null)
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ResetCount();
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VisibleCount = Count;
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}
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/// <summary>
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/// Sets count value, bypassing rollover animation.
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/// </summary>
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/// <param name="count">New count value.</param>
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public virtual void SetCountWithoutRolling(T count)
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{
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Count = count;
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StopRolling();
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}
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/// <summary>
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/// Stops rollover animation, forcing the visible count to be the actual count.
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/// </summary>
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public virtual void StopRolling()
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{
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removeTransforms(transformType);
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VisibleCount = Count;
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}
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/// <summary>
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/// Resets count to default value.
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/// </summary>
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public abstract void ResetCount();
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/// <summary>
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/// Calculates the duration of the roll-up animation by using the difference between the current visible value
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/// and the new final value.
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/// </summary>
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/// <remarks>
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/// To be used in conjunction with IsRollingProportional = true.
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/// Unless a derived class needs to have a proportional rolling, it is not necessary to override this function.
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/// </remarks>
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/// <param name="currentValue">Current visible value.</param>
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/// <param name="newValue">New final value.</param>
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/// <returns>Calculated rollover duration in milliseconds.</returns>
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protected virtual ulong getProportionalDuration(T currentValue, T newValue)
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{
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return RollingDuration;
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}
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/// <summary>
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/// Used to format counts.
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/// </summary>
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/// <param name="count">Count to format.</param>
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/// <returns>Count formatted as a string.</returns>
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protected virtual string formatCount(T count)
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{
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return count.ToString();
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}
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protected void updateTransforms(Type type)
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{
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foreach (ITransform t in Transforms.AliveItems)
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if (t.GetType() == type)
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t.Apply(this);
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}
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protected void removeTransforms(Type type)
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{
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Transforms.RemoveAll(t => t.GetType() == type);
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}
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/// <summary>
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/// Called when the count is updated to add a transformer that changes the value of the visible count (i.e.
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/// implement the rollover animation).
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/// </summary>
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/// <param name="currentValue">Count value before modification.</param>
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/// <param name="newValue">Expected count value after modification-</param>
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/// <remarks>
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/// Unless you need to set a custom animation according to the current or new value of the count, the
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/// recommended approach is to call transformCount(CustomTransformer(Clock), currentValue, newValue), where
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/// CustomTransformer is of type transformerType.
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/// By using this approach, there is no need to check if the Clock is not null; this validation is done before
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/// adding the transformer.
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/// </remarks>
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/// <seealso cref="transformType"/>
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protected virtual void transformCount(T currentValue, T newValue)
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{
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object[] parameters = { Clock };
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transformCount((Transform<T>)Activator.CreateInstance(transformType, parameters), currentValue, newValue);
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}
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/// <summary>
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/// Intended to be used by transformCount().
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/// </summary>
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/// <see cref="transformCount"/>
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protected void transformCount(Transform<T> transform, T currentValue, T newValue)
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{
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Type type = transform.GetType();
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updateTransforms(type);
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removeTransforms(type);
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if (Clock == null)
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return;
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if (RollingDuration == 0)
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{
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VisibleCount = Count;
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return;
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}
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transform.StartTime = Time;
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transform.EndTime = Time + RollingTotalDuration;
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transform.StartValue = currentValue;
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transform.EndValue = newValue;
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transform.Easing = RollingEasing;
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Transforms.Add(transform);
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}
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/// <summary>
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/// This procedure is called each time the visible count value is updated.
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/// Override to create custom animations.
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/// </summary>
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/// <param name="currentValue">Visible count value before modification.</param>
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/// <param name="newValue">Expected visible count value after modification-</param>
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protected abstract void transformVisibleCount(T currentValue, T newValue);
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}
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}
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