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mirror of https://github.com/ppy/osu.git synced 2025-03-07 13:37:18 +08:00
2016-10-26 12:49:16 -04:00

231 lines
8.2 KiB
C#

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