mirror of
https://github.com/ppy/osu.git
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258 lines
8.8 KiB
C#
258 lines
8.8 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 osuTK;
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using osuTK.Graphics;
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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.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.UserInterface;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Framework.Localisation;
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using osu.Framework.Utils;
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using osu.Game.Overlays;
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using osu.Game.Utils;
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namespace osu.Game.Graphics.UserInterface
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{
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public class OsuSliderBar<T> : SliderBar<T>, IHasTooltip, IHasAccentColour
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where T : struct, IEquatable<T>, IComparable<T>, IConvertible
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{
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/// <summary>
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/// Maximum number of decimal digits to be displayed in the tooltip.
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/// </summary>
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private const int max_decimal_digits = 5;
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private Sample sample;
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private double lastSampleTime;
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private T lastSampleValue;
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protected readonly Nub Nub;
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protected readonly Box LeftBox;
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protected readonly Box RightBox;
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private readonly Container nubContainer;
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public virtual LocalisableString TooltipText { get; private set; }
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public bool PlaySamplesOnAdjust { get; set; } = true;
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private readonly HoverClickSounds hoverClickSounds;
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/// <summary>
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/// Whether to format the tooltip as a percentage or the actual value.
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/// </summary>
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public bool DisplayAsPercentage { get; set; }
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private Color4 accentColour;
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public Color4 AccentColour
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{
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get => accentColour;
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set
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{
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accentColour = value;
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LeftBox.Colour = value;
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}
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}
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private Colour4 backgroundColour;
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public Color4 BackgroundColour
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{
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get => backgroundColour;
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set
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{
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backgroundColour = value;
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RightBox.Colour = value;
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}
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}
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public OsuSliderBar()
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{
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Height = Nub.HEIGHT;
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RangePadding = Nub.EXPANDED_SIZE / 2;
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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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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Padding = new MarginPadding { Horizontal = 2 },
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Child = new CircularContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Masking = true,
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CornerRadius = 5f,
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Children = new Drawable[]
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{
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LeftBox = new Box
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{
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Height = 5,
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EdgeSmoothness = new Vector2(0, 0.5f),
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RelativeSizeAxes = Axes.None,
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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},
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RightBox = new Box
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{
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Height = 5,
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EdgeSmoothness = new Vector2(0, 0.5f),
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RelativeSizeAxes = Axes.None,
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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},
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},
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},
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},
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nubContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Child = Nub = new Nub
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{
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Origin = Anchor.TopCentre,
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RelativePositionAxes = Axes.X,
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Current = { Value = true }
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},
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},
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hoverClickSounds = new HoverClickSounds()
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};
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Current.DisabledChanged += disabled => { Alpha = disabled ? 0.3f : 1; };
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}
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[BackgroundDependencyLoader(true)]
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private void load(AudioManager audio, [CanBeNull] OverlayColourProvider colourProvider, OsuColour colours)
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{
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sample = audio.Samples.Get(@"UI/notch-tick");
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AccentColour = colourProvider?.Highlight1 ?? colours.Pink;
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BackgroundColour = colourProvider?.Background5 ?? colours.PinkDarker.Darken(1);
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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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nubContainer.Padding = new MarginPadding { Horizontal = RangePadding };
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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CurrentNumber.BindValueChanged(current => TooltipText = getTooltipText(current.NewValue), true);
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Current.DisabledChanged += disabled => hoverClickSounds.Enabled.Value = !disabled;
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}
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protected override bool OnHover(HoverEvent e)
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{
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updateGlow();
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return base.OnHover(e);
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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updateGlow();
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base.OnHoverLost(e);
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}
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protected override bool ShouldHandleAsRelativeDrag(MouseDownEvent e)
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=> Nub.ReceivePositionalInputAt(e.ScreenSpaceMouseDownPosition);
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protected override void OnDragEnd(DragEndEvent e)
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{
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updateGlow();
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base.OnDragEnd(e);
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}
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private void updateGlow()
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{
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Nub.Glowing = IsHovered || IsDragged;
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}
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protected override void OnUserChange(T value)
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{
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base.OnUserChange(value);
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playSample(value);
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TooltipText = getTooltipText(value);
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}
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private void playSample(T value)
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{
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if (!PlaySamplesOnAdjust)
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return;
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if (Clock == null || Clock.CurrentTime - lastSampleTime <= 30)
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return;
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if (value.Equals(lastSampleValue))
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return;
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lastSampleValue = value;
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lastSampleTime = Clock.CurrentTime;
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var channel = sample.GetChannel();
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channel.Frequency.Value = 0.99f + RNG.NextDouble(0.02f) + NormalizedValue * 0.2f;
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// intentionally pitched down, even when hitting max.
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if (NormalizedValue == 0 || NormalizedValue == 1)
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channel.Frequency.Value -= 0.5f;
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channel.Play();
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}
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private LocalisableString getTooltipText(T value)
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{
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if (CurrentNumber.IsInteger)
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return value.ToInt32(NumberFormatInfo.InvariantInfo).ToString("N0");
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double floatValue = value.ToDouble(NumberFormatInfo.InvariantInfo);
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if (DisplayAsPercentage)
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return floatValue.ToString("0%");
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decimal decimalPrecision = normalise(CurrentNumber.Precision.ToDecimal(NumberFormatInfo.InvariantInfo), max_decimal_digits);
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// Find the number of significant digits (we could have less than 5 after normalize())
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int significantDigits = FormatUtils.FindPrecision(decimalPrecision);
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return floatValue.ToString($"N{significantDigits}");
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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LeftBox.Scale = new Vector2(Math.Clamp(RangePadding + Nub.DrawPosition.X - Nub.DrawWidth / 2, 0, Math.Max(0, DrawWidth)), 1);
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RightBox.Scale = new Vector2(Math.Clamp(DrawWidth - Nub.DrawPosition.X - RangePadding - Nub.DrawWidth / 2, 0, Math.Max(0, DrawWidth)), 1);
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}
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protected override void UpdateValue(float value)
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{
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Nub.MoveToX(value, 250, Easing.OutQuint);
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}
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/// <summary>
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/// Removes all non-significant digits, keeping at most a requested number of decimal digits.
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/// </summary>
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/// <param name="d">The decimal to normalize.</param>
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/// <param name="sd">The maximum number of decimal digits to keep. The final result may have fewer decimal digits than this value.</param>
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/// <returns>The normalised decimal.</returns>
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private decimal normalise(decimal d, int sd)
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=> decimal.Parse(Math.Round(d, sd).ToString(string.Concat("0.", new string('#', sd)), CultureInfo.InvariantCulture), CultureInfo.InvariantCulture);
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}
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}
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