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osu-lazer/osu.Game/Overlays/Music/PlaylistItem.cs

208 lines
6.8 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.Linq;
using OpenTK.Graphics;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Input;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using OpenTK;
namespace osu.Game.Overlays.Music
{
internal class PlaylistItem : Container, IFilterable
{
private const float fade_duration = 100;
private Color4 hoverColour;
private Color4 artistColour;
private SpriteIcon handle;
private TextFlowContainer text;
private IEnumerable<SpriteText> titleSprites;
private UnicodeBindableString titleBind;
private UnicodeBindableString artistBind;
private readonly FillFlowContainer<PlaylistItem> playlist;
public readonly BeatmapSetInfo BeatmapSetInfo;
public Action<BeatmapSetInfo> OnSelect;
private bool selected;
public bool Selected
{
get { return selected; }
set
{
if (value == selected) return;
selected = value;
FinishTransforms(true);
foreach (SpriteText s in titleSprites)
s.FadeColour(Selected ? hoverColour : Color4.White, fade_duration);
}
}
public PlaylistItem(FillFlowContainer<PlaylistItem> playlist, BeatmapSetInfo setInfo)
{
this.playlist = playlist;
BeatmapSetInfo = setInfo;
RelativeSizeAxes = Axes.X;
AutoSizeAxes = Axes.Y;
Padding = new MarginPadding { Top = 3, Bottom = 3 };
}
[BackgroundDependencyLoader]
private void load(OsuColour colours, LocalisationEngine localisation)
{
hoverColour = colours.Yellow;
artistColour = colours.Gray9;
var metadata = BeatmapSetInfo.Metadata;
FilterTerms = metadata.SearchableTerms;
Children = new Drawable[]
{
handle = new PlaylistItemHandle(playlist)
{
Colour = colours.Gray5,
},
text = new OsuTextFlowContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Padding = new MarginPadding { Left = 20 },
ContentIndent = 10f,
},
};
titleBind = localisation.GetUnicodePreference(metadata.TitleUnicode, metadata.Title);
artistBind = localisation.GetUnicodePreference(metadata.ArtistUnicode, metadata.Artist);
artistBind.ValueChanged += newText => recreateText();
artistBind.TriggerChange();
}
private void recreateText()
{
text.Clear();
//space after the title to put a space between the title and artist
titleSprites = text.AddText(titleBind.Value + @" ", sprite =>
{
sprite.TextSize = 16;
sprite.Font = @"Exo2.0-Regular";
});
text.AddText(artistBind.Value, sprite =>
{
sprite.TextSize = 14;
sprite.Font = @"Exo2.0-Bold";
sprite.Colour = artistColour;
sprite.Padding = new MarginPadding { Top = 1 };
});
}
protected override bool OnHover(InputState state)
{
handle.FadeIn(fade_duration);
return base.OnHover(state);
}
protected override void OnHoverLost(InputState state)
{
handle.FadeOut(fade_duration);
}
protected override bool OnClick(InputState state)
{
OnSelect?.Invoke(BeatmapSetInfo);
return true;
}
public string[] FilterTerms { get; private set; }
private bool matching = true;
public bool MatchingFilter
{
get { return matching; }
set
{
if (matching == value) return;
matching = value;
this.FadeTo(matching ? 1 : 0, 200);
}
}
private class PlaylistItemHandle : SpriteIcon
{
private readonly FillFlowContainer<PlaylistItem> playlist;
public PlaylistItemHandle(FillFlowContainer<PlaylistItem> playlist)
{
this.playlist = playlist;
Anchor = Anchor.TopLeft;
Origin = Anchor.TopLeft;
Size = new Vector2(12);
Icon = FontAwesome.fa_bars;
Alpha = 0f;
Margin = new MarginPadding { Left = 5, Top = 2 };
}
protected override bool OnDragStart(InputState state) => true;
protected override bool OnDrag(InputState state)
{
int src = (int)Parent.Depth;
var matchingItem = playlist.Children.LastOrDefault(c => c.Position.Y < state.Mouse.Position.Y + Parent.Position.Y);
if (matchingItem == null)
return true;
int dst = (int)matchingItem.Depth;
// Due to the position predicate above, there is an edge case to consider when an item is moved upwards:
// At the point where the two items cross there will be two items sharing the same condition, and the items will jump back
// and forth between the two positions because of this. This is accentuated if the items span differing line heights.
// The easiest way to avoid this is to ensure the movement direction matches the expected mouse delta
if (state.Mouse.Delta.Y <= 0 && dst > src)
return true;
if (state.Mouse.Delta.Y >= 0 && dst < src)
return true;
if (src == dst)
return true;
if (src < dst)
{
for (int i = src + 1; i <= dst; i++)
playlist.ChangeChildDepth(playlist[i], i - 1);
}
else
{
for (int i = dst; i < src; i++)
playlist.ChangeChildDepth(playlist[i], i + 1);
}
playlist.ChangeChildDepth(Parent as PlaylistItem, dst);
return true;
}
}
}
}