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231 lines
8.2 KiB
C#
231 lines
8.2 KiB
C#
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Framework.Graphics.Primitives;
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using OpenTK;
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using System.Linq;
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using osu.Framework.Graphics.Transformations;
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using osu.Framework.Input;
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using OpenTK.Graphics;
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using osu.Game.Beatmaps.IO;
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using osu.Framework.Graphics.Textures;
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using System.Threading.Tasks;
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using osu.Framework;
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namespace osu.Game.GameModes.Play
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{
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class BeatmapGroup : Container, IStateful<BeatmapGroup.GroupState>
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{
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public enum GroupState
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{
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Collapsed,
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Expanded,
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}
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private const float collapsedAlpha = 0.5f;
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private const float collapsedWidth = 0.8f;
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private BeatmapInfo selectedBeatmap;
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public BeatmapInfo SelectedBeatmap
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{
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get { return selectedBeatmap; }
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set
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{
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selectedBeatmap = value;
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}
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}
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public Action<BeatmapGroup, BeatmapInfo> BeatmapSelected;
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public BeatmapSetInfo BeatmapSet;
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private BeatmapSetHeader setBox;
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private FlowContainer difficulties;
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private bool collapsed;
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public GroupState State
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{
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get { return collapsed ? GroupState.Collapsed : GroupState.Expanded; }
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set
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{
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bool val = value == GroupState.Collapsed;
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if (collapsed == val)
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return;
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collapsed = val;
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ClearTransformations();
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const float uncollapsedAlpha = 1;
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FadeTo(collapsed ? collapsedAlpha : uncollapsedAlpha, 250);
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if (collapsed)
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difficulties.Hide();
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else
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difficulties.Show();
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setBox.ClearTransformations();
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setBox.Width = collapsed ? collapsedWidth : 1; // TODO: Transform
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setBox.BorderColour = new Color4(
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setBox.BorderColour.R,
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setBox.BorderColour.G,
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setBox.BorderColour.B,
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collapsed ? 0 : 255);
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setBox.GlowRadius = collapsed ? 0 : 5;
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}
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}
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public BeatmapGroup(BeatmapSetInfo beatmapSet)
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{
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BeatmapSet = beatmapSet;
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selectedBeatmap = beatmapSet.Beatmaps[0];
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Alpha = collapsedAlpha;
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AutoSizeAxes = Axes.Y;
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RelativeSizeAxes = Axes.X;
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float difficultyWidth = 1;
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Children = new[]
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{
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new FlowContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Direction = FlowDirection.VerticalOnly,
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Children = new Drawable[]
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{
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setBox = new BeatmapSetHeader(beatmapSet)
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{
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RelativeSizeAxes = Axes.X,
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Width = collapsedWidth,
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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},
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difficulties = new FlowContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Margin = new MarginPadding { Top = 5 },
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Padding = new MarginPadding { Left = 75 },
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Spacing = new Vector2(0, 5),
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Direction = FlowDirection.VerticalOnly,
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Alpha = 0,
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Children = BeatmapSet.Beatmaps.Select(
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b => {
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float width = difficultyWidth;
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if (difficultyWidth > 0.8f) difficultyWidth -= 0.025f;
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return new BeatmapPanel(BeatmapSet, b)
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{
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MapSelected = updateSelected,
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Selected = width == 1,
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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RelativeSizeAxes = Axes.X,
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Width = width,
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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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collapsed = true;
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}
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private void updateSelected(BeatmapInfo map)
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{
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foreach (BeatmapPanel panel in difficulties.Children)
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panel.Selected = panel.Beatmap == map;
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BeatmapSelected?.Invoke(this, map);
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}
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protected override bool OnClick(InputState state)
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{
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BeatmapSelected?.Invoke(this, selectedBeatmap);
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return true;
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}
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}
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class BeatmapSetHeader : Container
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{
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public BeatmapSetHeader(BeatmapSetInfo beatmapSet)
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{
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AutoSizeAxes = Axes.Y;
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Masking = true;
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CornerRadius = 5;
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BorderThickness = 2;
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BorderColour = new Color4(221, 255, 255, 0);
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GlowColour = new Color4(166, 221, 251, 0.5f); // TODO: Get actual color for this
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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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Colour = new Color4(85, 85, 85, 255),
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RelativeSizeAxes = Axes.Both,
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Size = Vector2.One,
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},
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Size = Vector2.One,
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Children = new Drawable[]
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{
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new Box // TODO: Gradient
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{
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Colour = new Color4(0, 0, 0, 100),
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RelativeSizeAxes = Axes.Both,
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Size = Vector2.One,
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}
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}
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},
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new FlowContainer
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{
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Direction = FlowDirection.VerticalOnly,
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Spacing = new Vector2(0, 2),
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Padding = new MarginPadding { Top = 3, Left = 20, Right = 20, Bottom = 3 },
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AutoSizeAxes = Axes.Both,
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Children = new[]
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{
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// TODO: Make these italic
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new SpriteText
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{
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Text = beatmapSet.Metadata.Title ?? beatmapSet.Metadata.TitleUnicode,
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TextSize = 20
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},
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new SpriteText
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{
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Text = beatmapSet.Metadata.Artist ?? beatmapSet.Metadata.ArtistUnicode,
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TextSize = 16
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},
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new FlowContainer
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{
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AutoSizeAxes = Axes.Both,
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Children = new[]
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{
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new DifficultyIcon(FontAwesome.dot_circle_o, new Color4(159, 198, 0, 255)),
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new DifficultyIcon(FontAwesome.dot_circle_o, new Color4(246, 101, 166, 255)),
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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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class DifficultyIcon : Container
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{
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public DifficultyIcon(FontAwesome icon, Color4 color)
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{
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const float size = 20;
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Size = new Vector2(size);
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Children = new[]
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{
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new TextAwesome
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{
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Anchor = Anchor.Centre,
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TextSize = size,
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Colour = color,
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Icon = icon
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}
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};
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}
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}
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}
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