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105 lines
3.6 KiB
C#
105 lines
3.6 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.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Timing;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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namespace osu.Game.Screens.Play.HUD
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{
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public abstract class SongProgress : OverlayContainer, ISkinnableDrawable
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{
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// Some implementations of this element allow seeking during gameplay playback.
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// Set a sane default of never handling input to override the behaviour provided by OverlayContainer.
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public override bool HandleNonPositionalInput => false;
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public override bool HandlePositionalInput => false;
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protected override bool BlockScrollInput => false;
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public bool UsesFixedAnchor { get; set; }
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[Resolved]
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protected IGameplayClock GameplayClock { get; private set; } = null!;
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[Resolved(canBeNull: true)]
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private DrawableRuleset? drawableRuleset { get; set; }
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private IClock? referenceClock;
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private IEnumerable<HitObject>? objects;
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public IEnumerable<HitObject> Objects
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{
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set
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{
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objects = value;
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FirstHitTime = objects.FirstOrDefault()?.StartTime ?? 0;
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//TODO: this isn't always correct (consider mania where a non-last object may last for longer than the last in the list).
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LastHitTime = objects.LastOrDefault()?.GetEndTime() ?? 0;
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UpdateObjects(objects);
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Show();
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}
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protected double FirstHitTime { get; private set; }
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protected double LastHitTime { get; private set; }
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protected abstract void UpdateProgress(double progress, bool isIntro);
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protected virtual void UpdateObjects(IEnumerable<HitObject> objects) { }
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[BackgroundDependencyLoader]
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private void load()
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{
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if (drawableRuleset != null)
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{
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Objects = drawableRuleset.Objects;
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referenceClock = drawableRuleset.FrameStableClock;
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}
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}
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protected override void Update()
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{
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base.Update();
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if (objects == null)
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return;
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// The reference clock is used to accurately tell the playfield's time. This is obtained from the drawable ruleset.
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// However, if no drawable ruleset is available (i.e. used in tests), we fall back to the gameplay clock.
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double currentTime = referenceClock?.CurrentTime ?? GameplayClock.CurrentTime;
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bool isInIntro = currentTime < FirstHitTime;
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if (isInIntro)
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{
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double introStartTime = GameplayClock.StartTime ?? 0;
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double introOffsetCurrent = currentTime - introStartTime;
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double introDuration = FirstHitTime - introStartTime;
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UpdateProgress(introOffsetCurrent / introDuration, true);
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}
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else
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{
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double objectOffsetCurrent = currentTime - FirstHitTime;
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double objectDuration = LastHitTime - FirstHitTime;
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if (objectDuration == 0)
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UpdateProgress(0, false);
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else
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UpdateProgress(objectOffsetCurrent / objectDuration, false);
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}
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}
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}
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}
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