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osu-lazer/osu.Game/GameModes/Play/PlaySongSelect.cs
2016-11-05 20:00:14 +09:00

284 lines
10 KiB
C#

//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Diagnostics;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Game.GameModes.Backgrounds;
using osu.Framework;
using osu.Game.Database;
using osu.Framework.Graphics.Primitives;
using System.Linq;
using OpenTK;
using OpenTK.Graphics;
using osu.Framework.Graphics.UserInterface;
using System.Threading.Tasks;
using osu.Framework.Audio.Track;
using osu.Game.Beatmaps.Drawable;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Game.Beatmaps;
using osu.Framework.GameModes;
namespace osu.Game.GameModes.Play
{
public class PlaySongSelect : OsuGameMode
{
private Bindable<PlayMode> playMode;
private BeatmapDatabase database;
private BeatmapGroup selectedBeatmapGroup;
private BeatmapInfo selectedBeatmapInfo;
// TODO: use currently selected track as bg
protected override BackgroundMode CreateBackground() => new BackgroundModeCustom(@"Backgrounds/bg4");
private ScrollContainer scrollContainer;
private FlowContainer beatmapSetFlow;
private TrackManager trackManager;
private Container wedgeContainer;
/// <param name="database">Optionally provide a database to use instead of the OsuGame one.</param>
public PlaySongSelect(BeatmapDatabase database = null)
{
this.database = database;
const float scrollWidth = 640;
const float bottomToolHeight = 50;
Children = new Drawable[]
{
wedgeContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Size = Vector2.One,
Padding = new MarginPadding { Right = scrollWidth - 200 },
Children = new[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Size = new Vector2(1, 0.5f),
Colour = new Color4(0, 0, 0, 0.5f),
Shear = new Vector2(0.15f, 0),
},
new Box
{
RelativeSizeAxes = Axes.Both,
RelativePositionAxes = Axes.Y,
Size = new Vector2(1, -0.5f),
Position = new Vector2(0, 1),
Colour = new Color4(0, 0, 0, 0.5f),
Shear = new Vector2(-0.15f, 0),
},
}
},
scrollContainer = new ScrollContainer
{
RelativeSizeAxes = Axes.Y,
Size = new Vector2(scrollWidth, 1),
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
Children = new Drawable[]
{
beatmapSetFlow = new FlowContainer
{
Padding = new MarginPadding { Left = 25, Top = 25, Bottom = 25 + bottomToolHeight },
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FlowDirection.VerticalOnly,
Spacing = new Vector2(0, 5),
}
}
},
new Container
{
RelativeSizeAxes = Axes.X,
Height = bottomToolHeight,
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Size = Vector2.One,
Colour = new Color4(0, 0, 0, 0.5f),
},
new Button
{
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
RelativeSizeAxes = Axes.Y,
Width = 100,
Text = "Play",
Colour = new Color4(238, 51, 153, 255),
Action = () => Push(new Player {
BeatmapInfo = selectedBeatmapGroup.SelectedPanel.Beatmap,
PreferredPlayMode = playMode.Value
}),
},
}
}
};
}
protected override void Load(BaseGame game)
{
base.Load(game);
OsuGame osuGame = game as OsuGame;
if (osuGame != null)
{
playMode = osuGame.PlayMode;
playMode.ValueChanged += playMode_ValueChanged;
// Temporary:
scrollContainer.Padding = new MarginPadding { Top = osuGame.Toolbar.Height };
}
if (database == null)
database = (game as OsuGameBase).Beatmaps;
database.BeatmapSetAdded += s => Schedule(() => addBeatmapSet(s));
trackManager = game.Audio.Track;
Task.Factory.StartNew(addBeatmapSets);
}
protected override void OnEntering(GameMode last)
{
base.OnEntering(last);
ensurePlayingSelected();
wedgeContainer.FadeInFromZero(250);
}
protected override void OnResuming(GameMode last)
{
ensurePlayingSelected();
base.OnResuming(last);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (playMode != null)
playMode.ValueChanged -= playMode_ValueChanged;
}
private void playMode_ValueChanged(object sender, EventArgs e)
{
}
/// <summary>
/// The global Beatmap was changed.
/// </summary>
protected override void OnBeatmapChanged(WorkingBeatmap beatmap)
{
base.OnBeatmapChanged(beatmap);
selectBeatmap(beatmap.BeatmapInfo);
}
private void selectBeatmap(BeatmapInfo beatmap)
{
if (beatmap.Equals(selectedBeatmapInfo))
return;
//this is VERY temporary logic.
beatmapSetFlow.Children.Cast<BeatmapGroup>().Any(b =>
{
var panel = b.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
if (panel != null)
{
panel.State = PanelSelectedState.Selected;
return true;
}
return false;
});
}
/// <summary>
/// selection has been changed as the result of interaction with the carousel.
/// </summary>
private void selectionChanged(BeatmapGroup group, BeatmapInfo beatmap)
{
selectedBeatmapInfo = beatmap;
if (!beatmap.Equals(Beatmap?.BeatmapInfo))
{
Beatmap = database.GetWorkingBeatmap(beatmap, Beatmap);
}
ensurePlayingSelected();
if (selectedBeatmapGroup == group)
return;
if (selectedBeatmapGroup != null)
selectedBeatmapGroup.State = BeatmapGroupState.Collapsed;
selectedBeatmapGroup = group;
}
private async Task ensurePlayingSelected()
{
AudioTrack track = null;
await Task.Run(() => track = Beatmap?.Track);
Schedule(delegate
{
if (track != null)
{
trackManager.SetExclusive(track);
track.Start();
}
});
}
private void addBeatmapSet(BeatmapSetInfo beatmapSet)
{
beatmapSet = database.GetWithChildren<BeatmapSetInfo>(beatmapSet.BeatmapSetID);
beatmapSet.Beatmaps.ForEach(b => database.GetChildren(b));
beatmapSet.Beatmaps = beatmapSet.Beatmaps.OrderBy(b => b.BaseDifficulty.OverallDifficulty).ToList();
var working = database.GetWorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault());
var group = new BeatmapGroup(beatmapSet, working) { SelectionChanged = selectionChanged };
group.Preload(Game, g =>
{
beatmapSetFlow.Add(group);
if (Beatmap == null)
{
if (beatmapSetFlow.Children.Count() == 1)
{
group.State = BeatmapGroupState.Expanded;
return;
}
}
else
{
if (selectedBeatmapInfo?.Equals(Beatmap.BeatmapInfo) != true)
{
var panel = group.BeatmapPanels.FirstOrDefault(p => p.Beatmap.Equals(Beatmap.BeatmapInfo));
if (panel != null)
{
panel.State = PanelSelectedState.Selected;
return;
}
}
}
group.State = BeatmapGroupState.Collapsed;
});
}
private void addBeatmapSets()
{
foreach (var beatmapSet in database.Query<BeatmapSetInfo>())
addBeatmapSet(beatmapSet);
}
}
}