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mirror of https://github.com/ppy/osu.git synced 2025-03-12 02:27:28 +08:00
2025-02-18 16:52:19 +09:00

248 lines
9.3 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.Collections.Generic;
using System.Diagnostics;
using System.Threading;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Drawables;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
using osu.Game.Overlays;
using osu.Game.Resources.Localisation.Web;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osuTK;
namespace osu.Game.Screens.SelectV2
{
public partial class PanelBeatmap : PanelBase
{
public const float HEIGHT = CarouselItem.DEFAULT_HEIGHT;
private StarCounter starCounter = null!;
private ConstrainedIconContainer difficultyIcon = null!;
private OsuSpriteText keyCountText = null!;
private StarRatingDisplay starRatingDisplay = null!;
private TopLocalRank difficultyRank = null!;
private OsuSpriteText difficultyText = null!;
private OsuSpriteText authorText = null!;
private IBindable<StarDifficulty?>? starDifficultyBindable;
private CancellationTokenSource? starDifficultyCancellationSource;
[Resolved]
private OverlayColourProvider colourProvider { get; set; } = null!;
[Resolved]
private OsuColour colours { get; set; } = null!;
[Resolved]
private BeatmapDifficultyCache difficultyCache { get; set; } = null!;
[Resolved]
private IBindable<RulesetInfo> ruleset { get; set; } = null!;
[Resolved]
private IBindable<IReadOnlyList<Mod>> mods { get; set; } = null!;
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
{
var inputRectangle = DrawRectangle;
// Cover the gaps introduced by the spacing between BeatmapPanels so that clicks will not fall through the carousel.
//
// Caveat is that for simplicity, we are covering the full spacing, so panels with frontmost depth will have a slightly
// larger hit target.
inputRectangle = inputRectangle.Inflate(new MarginPadding { Vertical = BeatmapCarousel.SPACING });
return inputRectangle.Contains(ToLocalSpace(screenSpacePos));
}
[BackgroundDependencyLoader]
private void load(OverlayColourProvider colourProvider)
{
Height = HEIGHT;
Icon = difficultyIcon = new ConstrainedIconContainer
{
Size = new Vector2(20),
Margin = new MarginPadding { Horizontal = 5f },
Colour = colourProvider.Background5,
};
Content.Children = new[]
{
new FillFlowContainer
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
Padding = new MarginPadding { Left = 10f },
Direction = FillDirection.Vertical,
AutoSizeAxes = Axes.Both,
Children = new Drawable[]
{
new FillFlowContainer
{
Direction = FillDirection.Horizontal,
Spacing = new Vector2(3, 0),
AutoSizeAxes = Axes.Both,
Children = new Drawable[]
{
starRatingDisplay = new StarRatingDisplay(default, StarRatingDisplaySize.Small)
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
},
difficultyRank = new TopLocalRank
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
Scale = new Vector2(0.75f)
},
starCounter = new StarCounter
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
Scale = new Vector2(0.4f)
}
}
},
new FillFlowContainer
{
Direction = FillDirection.Horizontal,
AutoSizeAxes = Axes.Both,
Children = new[]
{
keyCountText = new OsuSpriteText
{
Font = OsuFont.GetFont(size: 18, weight: FontWeight.SemiBold),
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
Alpha = 0,
},
difficultyText = new OsuSpriteText
{
Font = OsuFont.GetFont(size: 18, weight: FontWeight.SemiBold),
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
Margin = new MarginPadding { Right = 8f },
},
authorText = new OsuSpriteText
{
Colour = colourProvider.Content2,
Font = OsuFont.GetFont(weight: FontWeight.SemiBold),
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft
}
}
}
}
},
};
}
protected override void LoadComplete()
{
base.LoadComplete();
ruleset.BindValueChanged(_ =>
{
computeStarRating();
updateKeyCount();
});
mods.BindValueChanged(_ =>
{
computeStarRating();
updateKeyCount();
}, true);
Selected.BindValueChanged(s => Expanded.Value = s.NewValue, true);
KeyboardSelected.BindValueChanged(k => KeyboardSelected.Value = k.NewValue, true);
}
protected override void PrepareForUse()
{
base.PrepareForUse();
Debug.Assert(Item != null);
var beatmap = (BeatmapInfo)Item.Model;
difficultyIcon.Icon = beatmap.Ruleset.CreateInstance().CreateIcon();
difficultyRank.Beatmap = beatmap;
difficultyText.Text = beatmap.DifficultyName;
authorText.Text = BeatmapsetsStrings.ShowDetailsMappedBy(beatmap.Metadata.Author.Username);
computeStarRating();
updateKeyCount();
}
protected override void FreeAfterUse()
{
base.FreeAfterUse();
difficultyRank.Beatmap = null;
starDifficultyBindable = null;
}
private void computeStarRating()
{
starDifficultyCancellationSource?.Cancel();
starDifficultyCancellationSource = new CancellationTokenSource();
if (Item == null)
return;
var beatmap = (BeatmapInfo)Item.Model;
starDifficultyBindable = difficultyCache.GetBindableDifficulty(beatmap, starDifficultyCancellationSource.Token);
starDifficultyBindable.BindValueChanged(_ => updateDisplay(), true);
}
private void updateKeyCount()
{
if (Item == null)
return;
var beatmap = (BeatmapInfo)Item.Model;
if (ruleset.Value.OnlineID == 3)
{
// Account for mania differences locally for now.
// Eventually this should be handled in a more modular way, allowing rulesets to add more information to the panel.
ILegacyRuleset legacyRuleset = (ILegacyRuleset)ruleset.Value.CreateInstance();
int keyCount = legacyRuleset.GetKeyCount(beatmap, mods.Value);
keyCountText.Alpha = 1;
keyCountText.Text = $"[{keyCount}K] ";
}
else
keyCountText.Alpha = 0;
}
private void updateDisplay()
{
const float duration = 500;
var starDifficulty = starDifficultyBindable?.Value ?? default;
starRatingDisplay.Current.Value = starDifficulty;
starCounter.Current = (float)starDifficulty.Stars;
difficultyIcon.FadeColour(starDifficulty.Stars > 6.5f ? colours.Orange1 : colourProvider.Background5, duration, Easing.OutQuint);
var starRatingColour = colours.ForStarDifficulty(starDifficulty.Stars);
starCounter.FadeColour(starRatingColour, duration, Easing.OutQuint);
AccentColour = starRatingColour;
}
}
}