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155 lines
5.5 KiB
C#
155 lines
5.5 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;
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using System.Collections.Generic;
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using System.Linq;
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using Humanizer;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Online.Rooms;
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using osu.Game.Overlays.Mods;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Select;
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using osu.Game.Utils;
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namespace osu.Game.Screens.OnlinePlay
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{
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public abstract class OnlinePlaySongSelect : SongSelect, IOnlinePlaySubScreen
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{
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public string ShortTitle => "song selection";
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public override string Title => ShortTitle.Humanize();
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public override bool AllowEditing => false;
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[Resolved(typeof(Room), nameof(Room.Playlist))]
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protected BindableList<PlaylistItem> Playlist { get; private set; }
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private readonly Bindable<IReadOnlyList<Mod>> freeMods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
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private readonly FreeModSelectOverlay freeModSelectOverlay;
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private WorkingBeatmap initialBeatmap;
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private RulesetInfo initialRuleset;
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private IReadOnlyList<Mod> initialMods;
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private bool itemSelected;
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protected OnlinePlaySongSelect()
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{
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Padding = new MarginPadding { Horizontal = HORIZONTAL_OVERFLOW_PADDING };
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freeModSelectOverlay = new FreeModSelectOverlay
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{
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SelectedMods = { BindTarget = freeMods },
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IsValidMod = IsValidFreeMod,
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};
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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initialBeatmap = Beatmap.Value;
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initialRuleset = Ruleset.Value;
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initialMods = Mods.Value.ToList();
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FooterPanels.Add(freeModSelectOverlay);
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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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// At this point, Mods contains both the required and allowed mods. For selection purposes, it should only contain the required mods.
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// Similarly, freeMods is currently empty but should only contain the allowed mods.
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Mods.Value = Playlist.FirstOrDefault()?.RequiredMods.Select(m => m.CreateCopy()).ToArray() ?? Array.Empty<Mod>();
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freeMods.Value = Playlist.FirstOrDefault()?.AllowedMods.Select(m => m.CreateCopy()).ToArray() ?? Array.Empty<Mod>();
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Ruleset.BindValueChanged(onRulesetChanged);
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}
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private void onRulesetChanged(ValueChangedEvent<RulesetInfo> ruleset)
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{
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freeMods.Value = Array.Empty<Mod>();
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}
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protected sealed override bool OnStart()
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{
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itemSelected = true;
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var item = new PlaylistItem();
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item.Beatmap.Value = Beatmap.Value.BeatmapInfo;
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item.Ruleset.Value = Ruleset.Value;
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item.RequiredMods.Clear();
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item.RequiredMods.AddRange(Mods.Value.Select(m => m.CreateCopy()));
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item.AllowedMods.Clear();
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item.AllowedMods.AddRange(freeMods.Value.Select(m => m.CreateCopy()));
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SelectItem(item);
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return true;
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}
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/// <summary>
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/// Invoked when the user has requested a selection of a beatmap.
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/// </summary>
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/// <param name="item">The resultant <see cref="PlaylistItem"/>. This item has not yet been added to the <see cref="Room"/>'s.</param>
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protected abstract void SelectItem(PlaylistItem item);
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public override bool OnBackButton()
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{
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if (freeModSelectOverlay.State.Value == Visibility.Visible)
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{
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freeModSelectOverlay.Hide();
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return true;
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}
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return base.OnBackButton();
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}
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public override bool OnExiting(IScreen next)
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{
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if (!itemSelected)
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{
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Beatmap.Value = initialBeatmap;
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Ruleset.Value = initialRuleset;
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Mods.Value = initialMods;
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}
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return base.OnExiting(next);
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}
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protected override ModSelectOverlay CreateModSelectOverlay() => new LocalPlayerModSelectOverlay
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{
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IsValidMod = IsValidMod
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};
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protected override IEnumerable<(FooterButton, OverlayContainer)> CreateFooterButtons()
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{
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var buttons = base.CreateFooterButtons().ToList();
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buttons.Insert(buttons.FindIndex(b => b.Item1 is FooterButtonMods) + 1, (new FooterButtonFreeMods { Current = freeMods }, freeModSelectOverlay));
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return buttons;
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}
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/// <summary>
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/// Checks whether a given <see cref="Mod"/> is valid for global selection.
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/// </summary>
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/// <param name="mod">The <see cref="Mod"/> to check.</param>
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/// <returns>Whether <paramref name="mod"/> is a valid mod for online play.</returns>
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protected virtual bool IsValidMod(Mod mod) => mod.HasImplementation && !ModUtils.FlattenMod(mod).Any(m => m is ModAutoplay);
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/// <summary>
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/// Checks whether a given <see cref="Mod"/> is valid for per-player free-mod selection.
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/// </summary>
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/// <param name="mod">The <see cref="Mod"/> to check.</param>
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/// <returns>Whether <paramref name="mod"/> is a selectable free-mod.</returns>
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protected virtual bool IsValidFreeMod(Mod mod) => IsValidMod(mod);
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}
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}
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