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https://github.com/ppy/osu.git
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420 lines
15 KiB
C#
420 lines
15 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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#nullable disable
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using System;
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using System.Globalization;
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using JetBrains.Annotations;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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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.Containers;
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using osu.Framework.Graphics.Effects;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input.Events;
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using osu.Framework.Threading;
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using osu.Framework.Utils;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Overlays.Volume
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{
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public partial class VolumeMeter : Container, IStateful<SelectionState>
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{
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private CircularProgress volumeCircle;
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private CircularProgress volumeCircleGlow;
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public BindableDouble Bindable { get; } = new BindableDouble { MinValue = 0, MaxValue = 1, Precision = 0.01 };
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private readonly float circleSize;
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private readonly Color4 meterColour;
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private readonly string name;
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private OsuSpriteText text;
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private BufferedContainer maxGlow;
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private Container selectedGlowContainer;
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private Sample hoverSample;
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private Sample notchSample;
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private double sampleLastPlaybackTime;
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[CanBeNull]
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public event Action<SelectionState> StateChanged;
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private SelectionState state;
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public SelectionState State
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{
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get => state;
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set
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{
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if (state == value)
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return;
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state = value;
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StateChanged?.Invoke(value);
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updateSelectedState();
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}
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}
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private const float transition_length = 500;
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public VolumeMeter(string name, float circleSize, Color4 meterColour)
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{
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this.circleSize = circleSize;
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this.meterColour = meterColour;
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this.name = name;
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AutoSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours, AudioManager audio)
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{
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hoverSample = audio.Samples.Get($@"UI/{HoverSampleSet.Button.GetDescription()}-hover");
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notchSample = audio.Samples.Get(@"UI/notch-tick");
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sampleLastPlaybackTime = Time.Current;
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Color4 backgroundColour = colours.Gray1;
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CircularProgress bgProgress;
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const float progress_start_radius = 0.75f;
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const float progress_size = 0.03f;
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const float progress_end_radius = progress_start_radius + progress_size;
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const float blur_amount = 5;
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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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Size = new Vector2(circleSize),
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Children = new Drawable[]
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{
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new BufferedContainer
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Circle
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{
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RelativeSizeAxes = Axes.Both,
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Colour = backgroundColour,
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},
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new CircularContainer
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{
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Masking = true,
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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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Size = new Vector2(progress_end_radius),
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Children = new Drawable[]
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{
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bgProgress = new CircularProgress
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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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Rotation = 180,
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Colour = backgroundColour,
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},
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new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Name = @"Progress under covers for smoothing",
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RelativeSizeAxes = Axes.Both,
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Rotation = 180,
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Child = volumeCircle = new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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}
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},
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}
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},
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new Circle
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{
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Name = @"Inner Cover",
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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 = backgroundColour,
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Size = new Vector2(progress_start_radius),
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},
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new Container
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{
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Name = @"Progress overlay for glow",
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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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Size = new Vector2(progress_start_radius + progress_size / 1.5f),
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Rotation = 180,
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Padding = new MarginPadding(-Blur.KernelSize(blur_amount)),
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Child = (volumeCircleGlow = new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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InnerRadius = progress_size * 0.8f,
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}).WithEffect(new GlowEffect
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{
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Colour = meterColour,
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BlurSigma = new Vector2(blur_amount),
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Strength = 5,
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PadExtent = true
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}),
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},
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},
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},
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selectedGlowContainer = new CircularContainer
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{
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Masking = true,
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RelativeSizeAxes = Axes.Both,
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Alpha = 0,
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Child = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0,
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AlwaysPresent = true,
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},
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EdgeEffect = new EdgeEffectParameters
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{
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Type = EdgeEffectType.Glow,
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Colour = meterColour.Opacity(0.1f),
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Radius = 10,
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}
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},
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maxGlow = (text = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Font = OsuFont.Numeric.With(size: 0.16f * circleSize)
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}).WithEffect(new GlowEffect
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{
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Colour = Color4.Transparent,
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PadExtent = true,
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})
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}
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},
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new Container
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{
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Size = new Vector2(120, 20),
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CornerRadius = 10,
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Masking = true,
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Margin = new MarginPadding { Left = circleSize + 10 },
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Origin = Anchor.CentreLeft,
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Anchor = Anchor.CentreLeft,
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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 = backgroundColour,
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},
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new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Font = OsuFont.GetFont(weight: FontWeight.Bold),
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Text = name
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}
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}
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}
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};
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Bindable.BindValueChanged(volume => { this.TransformTo(nameof(DisplayVolume), volume.NewValue, 400, Easing.OutQuint); }, true);
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bgProgress.Progress = 0.75f;
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}
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private int? displayVolumeInt;
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private double displayVolume;
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protected double DisplayVolume
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{
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get => displayVolume;
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set
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{
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displayVolume = value;
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int intValue = (int)Math.Round(displayVolume * 100);
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bool intVolumeChanged = intValue != displayVolumeInt;
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displayVolumeInt = intValue;
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if (displayVolume >= 0.995f)
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{
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text.Text = "MAX";
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maxGlow.EffectColour = meterColour.Opacity(2f);
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}
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else
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{
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maxGlow.EffectColour = Color4.Transparent;
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text.Text = intValue.ToString(CultureInfo.CurrentCulture);
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}
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volumeCircle.Progress = displayVolume * 0.75f;
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volumeCircleGlow.Progress = displayVolume * 0.75f;
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if (intVolumeChanged && IsLoaded)
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Scheduler.AddOnce(playTickSound);
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}
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}
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private void playTickSound()
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{
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const int tick_debounce_time = 30;
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if (Time.Current - sampleLastPlaybackTime <= tick_debounce_time)
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return;
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var channel = notchSample.GetChannel();
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channel.Frequency.Value = 0.99f + RNG.NextDouble(0.02f) + displayVolume * 0.1f;
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// intentionally pitched down, even when hitting max.
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if (displayVolumeInt == 0 || displayVolumeInt == 100)
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channel.Frequency.Value -= 0.5f;
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channel.Play();
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sampleLastPlaybackTime = Time.Current;
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}
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public double Volume
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{
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get => Bindable.Value;
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private set => Bindable.Value = value;
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}
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private const double adjust_step = 0.01;
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public void Increase(double amount = 1, bool isPrecise = false) => adjust(amount, isPrecise);
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public void Decrease(double amount = 1, bool isPrecise = false) => adjust(-amount, isPrecise);
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// because volume precision is set to 0.01, this local is required to keep track of more precise adjustments and only apply when possible.
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private double scrollAccumulation;
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private double accelerationModifier = 1;
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private const double max_acceleration = 5;
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private const double acceleration_multiplier = 1.8;
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private ScheduledDelegate accelerationDebounce;
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private void resetAcceleration() => accelerationModifier = 1;
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private float dragDelta;
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protected override bool OnDragStart(DragStartEvent e)
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{
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dragDelta = 0;
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adjustFromDrag(e.Delta);
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return true;
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}
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protected override void OnDrag(DragEvent e)
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{
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adjustFromDrag(e.Delta);
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base.OnDrag(e);
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}
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private void adjustFromDrag(Vector2 delta)
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{
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const float mouse_drag_divisor = 200;
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dragDelta += delta.Y / mouse_drag_divisor;
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if (Math.Abs(dragDelta) < 0.01) return;
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Volume -= dragDelta;
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dragDelta = 0;
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}
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private void adjust(double delta, bool isPrecise)
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{
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if (delta == 0)
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return;
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// every adjust increment increases the rate at which adjustments happen up to a cutoff.
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// this debounce will reset on inactivity.
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accelerationDebounce?.Cancel();
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accelerationDebounce = Scheduler.AddDelayed(resetAcceleration, 150);
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delta *= accelerationModifier;
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accelerationModifier = Math.Min(max_acceleration, accelerationModifier * acceleration_multiplier);
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double precision = Bindable.Precision;
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if (isPrecise)
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{
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scrollAccumulation += delta * adjust_step;
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while (Precision.AlmostBigger(Math.Abs(scrollAccumulation), precision))
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{
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Volume += Math.Sign(scrollAccumulation) * precision;
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scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision);
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}
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}
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else
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{
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Volume += Math.Sign(delta) * Math.Max(precision, Math.Abs(delta * adjust_step));
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}
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}
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protected override bool OnScroll(ScrollEvent e)
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{
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adjust(e.ScrollDelta.Y, e.IsPrecise);
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return true;
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}
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protected override bool OnMouseMove(MouseMoveEvent e)
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{
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State = SelectionState.Selected;
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return base.OnMouseMove(e);
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}
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protected override bool OnHover(HoverEvent e)
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{
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State = SelectionState.Selected;
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return false;
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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private void updateSelectedState()
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{
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switch (state)
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{
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case SelectionState.Selected:
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this.ScaleTo(1.04f, transition_length, Easing.OutExpo);
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selectedGlowContainer.FadeIn(transition_length, Easing.OutExpo);
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hoverSample?.Play();
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break;
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case SelectionState.NotSelected:
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this.ScaleTo(1f, transition_length, Easing.OutExpo);
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selectedGlowContainer.FadeOut(transition_length, Easing.OutExpo);
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break;
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}
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}
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}
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}
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