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78 lines
2.6 KiB
C#
78 lines
2.6 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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.Rooms;
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namespace osu.Game.Screens.OnlinePlay.Components
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{
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public abstract class ReadyButton : TriangleButton
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{
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public readonly Bindable<PlaylistItem> SelectedItem = new Bindable<PlaylistItem>();
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public new readonly BindableBool Enabled = new BindableBool();
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[Resolved]
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protected IBindable<WorkingBeatmap> GameBeatmap { get; private set; }
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[Resolved]
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private BeatmapManager beatmaps { get; set; }
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private bool hasBeatmap;
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private IBindable<WeakReference<BeatmapSetInfo>> managerUpdated;
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private IBindable<WeakReference<BeatmapSetInfo>> managerRemoved;
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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managerUpdated = beatmaps.ItemUpdated.GetBoundCopy();
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managerUpdated.BindValueChanged(beatmapUpdated);
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managerRemoved = beatmaps.ItemRemoved.GetBoundCopy();
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managerRemoved.BindValueChanged(beatmapRemoved);
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SelectedItem.BindValueChanged(item => updateSelectedItem(item.NewValue), true);
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}
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private void updateSelectedItem(PlaylistItem _) => Scheduler.AddOnce(updateBeatmapState);
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private void beatmapUpdated(ValueChangedEvent<WeakReference<BeatmapSetInfo>> _) => Scheduler.AddOnce(updateBeatmapState);
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private void beatmapRemoved(ValueChangedEvent<WeakReference<BeatmapSetInfo>> _) => Scheduler.AddOnce(updateBeatmapState);
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private void updateBeatmapState()
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{
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int? beatmapId = SelectedItem.Value?.Beatmap.Value?.OnlineBeatmapID;
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string checksum = SelectedItem.Value?.Beatmap.Value?.MD5Hash;
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if (beatmapId == null || checksum == null)
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return;
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var databasedBeatmap = beatmaps.QueryBeatmap(b => b.OnlineBeatmapID == beatmapId && b.MD5Hash == checksum);
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hasBeatmap = databasedBeatmap?.BeatmapSet?.DeletePending == false;
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}
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protected override void Update()
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{
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base.Update();
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updateEnabledState();
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}
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private void updateEnabledState()
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{
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if (GameBeatmap.Value == null || SelectedItem.Value == null)
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{
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base.Enabled.Value = false;
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return;
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}
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base.Enabled.Value = hasBeatmap && Enabled.Value;
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}
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}
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}
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