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https://github.com/ppy/osu.git
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515 lines
20 KiB
C#
515 lines
20 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 System.Threading;
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using JetBrains.Annotations;
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using osuTK;
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using osuTK.Graphics;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Drawables;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Effects;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Localisation;
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using osu.Framework.Logging;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Ranking.Expanded;
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namespace osu.Game.Screens.Select
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{
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public class BeatmapInfoWedge : VisibilityContainer
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{
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private const float shear_width = 36.75f;
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private static readonly Vector2 wedged_container_shear = new Vector2(shear_width / SongSelect.WEDGE_HEIGHT, 0);
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private readonly IBindable<RulesetInfo> ruleset = new Bindable<RulesetInfo>();
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[Resolved]
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private BeatmapDifficultyCache difficultyCache { get; set; }
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private IBindable<StarDifficulty> beatmapDifficulty;
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protected BufferedWedgeInfo Info;
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public BeatmapInfoWedge()
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{
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Shear = wedged_container_shear;
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Masking = true;
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BorderColour = new Color4(221, 255, 255, 255);
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BorderThickness = 2.5f;
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Alpha = 0;
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EdgeEffect = new EdgeEffectParameters
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{
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Type = EdgeEffectType.Glow,
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Colour = new Color4(130, 204, 255, 150),
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Radius = 20,
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Roundness = 15,
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};
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}
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[BackgroundDependencyLoader(true)]
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private void load([CanBeNull] Bindable<RulesetInfo> parentRuleset)
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{
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ruleset.BindTo(parentRuleset);
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ruleset.ValueChanged += _ => updateDisplay();
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}
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protected override void PopIn()
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{
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this.MoveToX(0, 800, Easing.OutQuint);
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this.RotateTo(0, 800, Easing.OutQuint);
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this.FadeIn(250);
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}
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protected override void PopOut()
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{
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this.MoveToX(-100, 800, Easing.In);
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this.RotateTo(10, 800, Easing.In);
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this.FadeOut(500, Easing.In);
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}
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private WorkingBeatmap beatmap;
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private CancellationTokenSource cancellationSource;
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public WorkingBeatmap Beatmap
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{
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get => beatmap;
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set
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{
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if (beatmap == value) return;
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beatmap = value;
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cancellationSource?.Cancel();
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cancellationSource = new CancellationTokenSource();
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beatmapDifficulty?.UnbindAll();
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beatmapDifficulty = difficultyCache.GetBindableDifficulty(beatmap.BeatmapInfo, cancellationSource.Token);
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beatmapDifficulty.BindValueChanged(_ => updateDisplay());
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updateDisplay();
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}
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}
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public override bool IsPresent => base.IsPresent || Info == null; // Visibility is updated in the LoadComponentAsync callback
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private BufferedWedgeInfo loadingInfo;
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private void updateDisplay()
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{
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Scheduler.AddOnce(perform);
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void perform()
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{
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void removeOldInfo()
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{
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State.Value = beatmap == null ? Visibility.Hidden : Visibility.Visible;
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Info?.FadeOut(250);
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Info?.Expire();
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Info = null;
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}
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if (beatmap == null)
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{
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removeOldInfo();
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return;
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}
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LoadComponentAsync(loadingInfo = new BufferedWedgeInfo(beatmap, ruleset.Value, beatmapDifficulty.Value)
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{
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Shear = -Shear,
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Depth = Info?.Depth + 1 ?? 0
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}, loaded =>
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{
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// ensure we are the most recent loaded wedge.
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if (loaded != loadingInfo) return;
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removeOldInfo();
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Add(Info = loaded);
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});
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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cancellationSource?.Cancel();
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}
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public class BufferedWedgeInfo : BufferedContainer
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{
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public OsuSpriteText VersionLabel { get; private set; }
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public OsuSpriteText TitleLabel { get; private set; }
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public OsuSpriteText ArtistLabel { get; private set; }
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public BeatmapSetOnlineStatusPill StatusPill { get; private set; }
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public FillFlowContainer MapperContainer { get; private set; }
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public FillFlowContainer InfoLabelContainer { get; private set; }
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private ILocalisedBindableString titleBinding;
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private ILocalisedBindableString artistBinding;
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private readonly WorkingBeatmap beatmap;
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private readonly RulesetInfo ruleset;
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private readonly StarDifficulty starDifficulty;
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public BufferedWedgeInfo(WorkingBeatmap beatmap, RulesetInfo userRuleset, StarDifficulty difficulty)
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: base(pixelSnapping: true)
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{
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this.beatmap = beatmap;
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ruleset = userRuleset ?? beatmap.BeatmapInfo.Ruleset;
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starDifficulty = difficulty;
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}
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[BackgroundDependencyLoader]
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private void load(LocalisationManager localisation)
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{
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var beatmapInfo = beatmap.BeatmapInfo;
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var metadata = beatmapInfo.Metadata ?? beatmap.BeatmapSetInfo?.Metadata ?? new BeatmapMetadata();
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CacheDrawnFrameBuffer = true;
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RelativeSizeAxes = Axes.Both;
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titleBinding = localisation.GetLocalisedString(new LocalisedString((metadata.TitleUnicode, metadata.Title)));
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artistBinding = localisation.GetLocalisedString(new LocalisedString((metadata.ArtistUnicode, metadata.Artist)));
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Children = new Drawable[]
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{
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// We will create the white-to-black gradient by modulating transparency and having
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// a black backdrop. This results in an sRGB-space gradient and not linear space,
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// transitioning from white to black more perceptually uniformly.
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black,
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},
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// We use a container, such that we can set the colour gradient to go across the
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// vertices of the masked container instead of the vertices of the (larger) sprite.
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Colour = ColourInfo.GradientVertical(Color4.White, Color4.White.Opacity(0.3f)),
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Children = new[]
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{
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// Zoomed-in and cropped beatmap background
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new BeatmapBackgroundSprite(beatmap)
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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FillMode = FillMode.Fill,
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},
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},
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},
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new DifficultyColourBar(starDifficulty)
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{
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RelativeSizeAxes = Axes.Y,
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Width = 20,
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},
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new FillFlowContainer
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{
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Name = "Topleft-aligned metadata",
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Anchor = Anchor.TopLeft,
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Origin = Anchor.TopLeft,
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Direction = FillDirection.Vertical,
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Padding = new MarginPadding { Top = 10, Left = 25, Right = shear_width * 2.5f },
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AutoSizeAxes = Axes.Y,
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RelativeSizeAxes = Axes.X,
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Children = new Drawable[]
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{
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VersionLabel = new OsuSpriteText
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{
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Text = beatmapInfo.Version,
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Font = OsuFont.GetFont(size: 24, italics: true),
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RelativeSizeAxes = Axes.X,
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Truncate = true,
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},
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}
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},
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new FillFlowContainer
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{
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Name = "Topright-aligned metadata",
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Direction = FillDirection.Vertical,
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Padding = new MarginPadding { Top = 14, Right = shear_width / 2 },
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AutoSizeAxes = Axes.Both,
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Shear = wedged_container_shear,
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Children = new[]
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{
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createStarRatingDisplay(starDifficulty).With(display =>
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{
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display.Anchor = Anchor.TopRight;
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display.Origin = Anchor.TopRight;
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display.Shear = -wedged_container_shear;
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}),
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StatusPill = new BeatmapSetOnlineStatusPill
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Shear = -wedged_container_shear,
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TextSize = 11,
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TextPadding = new MarginPadding { Horizontal = 8, Vertical = 2 },
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Status = beatmapInfo.Status,
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}
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}
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},
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new FillFlowContainer
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{
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Name = "Centre-aligned metadata",
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.TopLeft,
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Y = -7,
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Direction = FillDirection.Vertical,
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Padding = new MarginPadding { Left = 25, Right = shear_width },
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AutoSizeAxes = Axes.Y,
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RelativeSizeAxes = Axes.X,
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Children = new Drawable[]
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{
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TitleLabel = new OsuSpriteText
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{
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Font = OsuFont.GetFont(size: 28, italics: true),
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RelativeSizeAxes = Axes.X,
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Truncate = true,
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},
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ArtistLabel = new OsuSpriteText
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{
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Font = OsuFont.GetFont(size: 17, italics: true),
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RelativeSizeAxes = Axes.X,
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Truncate = true,
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},
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MapperContainer = new FillFlowContainer
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{
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Margin = new MarginPadding { Top = 10 },
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Direction = FillDirection.Horizontal,
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AutoSizeAxes = Axes.Both,
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Children = getMapper(metadata)
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},
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InfoLabelContainer = new FillFlowContainer
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{
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Margin = new MarginPadding { Top = 20 },
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Spacing = new Vector2(20, 0),
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AutoSizeAxes = Axes.Both,
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Children = getInfoLabels()
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}
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}
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}
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};
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titleBinding.BindValueChanged(_ => setMetadata(metadata.Source));
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artistBinding.BindValueChanged(_ => setMetadata(metadata.Source), true);
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// no difficulty means it can't have a status to show
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if (beatmapInfo.Version == null)
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StatusPill.Hide();
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}
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private static Drawable createStarRatingDisplay(StarDifficulty difficulty) => difficulty.Stars > 0
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? new StarRatingDisplay(difficulty)
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{
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Margin = new MarginPadding { Bottom = 5 }
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}
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: Empty();
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private void setMetadata(string source)
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{
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ArtistLabel.Text = artistBinding.Value;
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TitleLabel.Text = string.IsNullOrEmpty(source) ? titleBinding.Value : source + " — " + titleBinding.Value;
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ForceRedraw();
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}
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private InfoLabel[] getInfoLabels()
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{
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var b = beatmap.Beatmap;
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List<InfoLabel> labels = new List<InfoLabel>();
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if (b?.HitObjects?.Any() == true)
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{
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labels.Add(new InfoLabel(new BeatmapStatistic
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{
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Name = "Length",
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CreateIcon = () => new BeatmapStatisticIcon(BeatmapStatisticsIconType.Length),
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Content = TimeSpan.FromMilliseconds(b.BeatmapInfo.Length).ToString(@"m\:ss"),
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}));
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labels.Add(new InfoLabel(new BeatmapStatistic
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{
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Name = "BPM",
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CreateIcon = () => new BeatmapStatisticIcon(BeatmapStatisticsIconType.Bpm),
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Content = getBPMRange(b),
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}));
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try
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{
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IBeatmap playableBeatmap;
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try
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{
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// Try to get the beatmap with the user's ruleset
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playableBeatmap = beatmap.GetPlayableBeatmap(ruleset, Array.Empty<Mod>());
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}
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catch (BeatmapInvalidForRulesetException)
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{
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// Can't be converted to the user's ruleset, so use the beatmap's own ruleset
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playableBeatmap = beatmap.GetPlayableBeatmap(beatmap.BeatmapInfo.Ruleset, Array.Empty<Mod>());
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}
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labels.AddRange(playableBeatmap.GetStatistics().Select(s => new InfoLabel(s)));
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}
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catch (Exception e)
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{
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Logger.Error(e, "Could not load beatmap successfully!");
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}
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}
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return labels.ToArray();
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}
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private string getBPMRange(IBeatmap beatmap)
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{
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double bpmMax = beatmap.ControlPointInfo.BPMMaximum;
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double bpmMin = beatmap.ControlPointInfo.BPMMinimum;
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if (Precision.AlmostEquals(bpmMin, bpmMax))
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return $"{bpmMin:0}";
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return $"{bpmMin:0}-{bpmMax:0} (mostly {beatmap.ControlPointInfo.BPMMode:0})";
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}
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private OsuSpriteText[] getMapper(BeatmapMetadata metadata)
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{
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if (string.IsNullOrEmpty(metadata.Author?.Username))
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return Array.Empty<OsuSpriteText>();
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return new[]
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{
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new OsuSpriteText
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{
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Text = "mapped by ",
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Font = OsuFont.GetFont(size: 15),
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},
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new OsuSpriteText
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{
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Text = metadata.Author.Username,
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Font = OsuFont.GetFont(weight: FontWeight.Bold, size: 15),
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}
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};
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}
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public class InfoLabel : Container, IHasTooltip
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{
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public string TooltipText { get; }
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public InfoLabel(BeatmapStatistic statistic)
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{
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TooltipText = statistic.Name;
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AutoSizeAxes = Axes.Both;
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Children = new Drawable[]
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{
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new Container
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Size = new Vector2(20),
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Children = new[]
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{
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new SpriteIcon
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Colour = Color4Extensions.FromHex(@"441288"),
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Icon = FontAwesome.Solid.Square,
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Rotation = 45,
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},
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new SpriteIcon
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Colour = Color4Extensions.FromHex(@"f7dd55"),
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Icon = FontAwesome.Regular.Circle,
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Size = new Vector2(0.8f)
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},
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statistic.CreateIcon().With(i =>
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{
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i.Anchor = Anchor.Centre;
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i.Origin = Anchor.Centre;
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i.RelativeSizeAxes = Axes.Both;
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i.Colour = Color4Extensions.FromHex(@"f7dd55");
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i.Size = new Vector2(0.64f);
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}),
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}
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},
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new OsuSpriteText
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Colour = new Color4(255, 221, 85, 255),
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Font = OsuFont.GetFont(weight: FontWeight.Bold, size: 17),
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Margin = new MarginPadding { Left = 30 },
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Text = statistic.Content,
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}
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};
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}
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}
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private class DifficultyColourBar : Container
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{
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private readonly StarDifficulty difficulty;
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public DifficultyColourBar(StarDifficulty difficulty)
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{
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this.difficulty = difficulty;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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const float full_opacity_ratio = 0.7f;
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var difficultyColour = colours.ForDifficultyRating(difficulty.DifficultyRating);
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = difficultyColour,
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Width = full_opacity_ratio,
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},
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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RelativePositionAxes = Axes.Both,
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Colour = difficultyColour,
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Alpha = 0.5f,
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X = full_opacity_ratio,
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Width = 1 - full_opacity_ratio,
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}
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};
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}
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}
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}
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}
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}
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