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mirror of https://github.com/ppy/osu.git synced 2024-11-18 13:53:20 +08:00
osu-lazer/osu.Game/Graphics/UserInterface/OsuSliderBar.cs
2022-11-27 00:00:27 +09:00

261 lines
8.9 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using System.Globalization;
using JetBrains.Annotations;
using osuTK;
using osuTK.Graphics;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Events;
using osu.Framework.Localisation;
using osu.Framework.Utils;
using osu.Game.Overlays;
using osu.Game.Utils;
namespace osu.Game.Graphics.UserInterface
{
public partial class OsuSliderBar<T> : SliderBar<T>, IHasTooltip, IHasAccentColour
where T : struct, IEquatable<T>, IComparable<T>, IConvertible
{
/// <summary>
/// Maximum number of decimal digits to be displayed in the tooltip.
/// </summary>
private const int max_decimal_digits = 5;
private Sample sample;
private double lastSampleTime;
private T lastSampleValue;
protected readonly Nub Nub;
protected readonly Box LeftBox;
protected readonly Box RightBox;
private readonly Container nubContainer;
public virtual LocalisableString TooltipText { get; private set; }
public bool PlaySamplesOnAdjust { get; set; } = true;
private readonly HoverClickSounds hoverClickSounds;
/// <summary>
/// Whether to format the tooltip as a percentage or the actual value.
/// </summary>
public bool DisplayAsPercentage { get; set; }
private Color4 accentColour;
public Color4 AccentColour
{
get => accentColour;
set
{
accentColour = value;
LeftBox.Colour = value;
}
}
private Colour4 backgroundColour;
public Color4 BackgroundColour
{
get => backgroundColour;
set
{
backgroundColour = value;
RightBox.Colour = value;
}
}
public OsuSliderBar()
{
Height = Nub.HEIGHT;
RangePadding = Nub.EXPANDED_SIZE / 2;
Children = new Drawable[]
{
new Container
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
Padding = new MarginPadding { Horizontal = 2 },
Child = new CircularContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
Masking = true,
CornerRadius = 5f,
Children = new Drawable[]
{
LeftBox = new Box
{
Height = 5,
EdgeSmoothness = new Vector2(0, 0.5f),
RelativeSizeAxes = Axes.None,
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
},
RightBox = new Box
{
Height = 5,
EdgeSmoothness = new Vector2(0, 0.5f),
RelativeSizeAxes = Axes.None,
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
},
},
},
},
nubContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Child = Nub = new Nub
{
Origin = Anchor.TopCentre,
RelativePositionAxes = Axes.X,
Current = { Value = true }
},
},
hoverClickSounds = new HoverClickSounds()
};
}
[BackgroundDependencyLoader(true)]
private void load(AudioManager audio, [CanBeNull] OverlayColourProvider colourProvider, OsuColour colours)
{
sample = audio.Samples.Get(@"UI/notch-tick");
AccentColour = colourProvider?.Highlight1 ?? colours.Pink;
BackgroundColour = colourProvider?.Background5 ?? colours.PinkDarker.Darken(1);
}
protected override void Update()
{
base.Update();
nubContainer.Padding = new MarginPadding { Horizontal = RangePadding };
}
protected override void LoadComplete()
{
base.LoadComplete();
CurrentNumber.BindValueChanged(current => TooltipText = getTooltipText(current.NewValue), true);
Current.BindDisabledChanged(disabled =>
{
Alpha = disabled ? 0.3f : 1;
hoverClickSounds.Enabled.Value = !disabled;
}, true);
}
protected override bool OnHover(HoverEvent e)
{
updateGlow();
return base.OnHover(e);
}
protected override void OnHoverLost(HoverLostEvent e)
{
updateGlow();
base.OnHoverLost(e);
}
protected override bool ShouldHandleAsRelativeDrag(MouseDownEvent e)
=> Nub.ReceivePositionalInputAt(e.ScreenSpaceMouseDownPosition);
protected override void OnDragEnd(DragEndEvent e)
{
updateGlow();
base.OnDragEnd(e);
}
private void updateGlow()
{
Nub.Glowing = !Current.Disabled && (IsHovered || IsDragged);
}
protected override void OnUserChange(T value)
{
base.OnUserChange(value);
playSample(value);
TooltipText = getTooltipText(value);
}
private void playSample(T value)
{
if (!PlaySamplesOnAdjust)
return;
if (Clock == null || Clock.CurrentTime - lastSampleTime <= 30)
return;
if (value.Equals(lastSampleValue))
return;
lastSampleValue = value;
lastSampleTime = Clock.CurrentTime;
var channel = sample.GetChannel();
channel.Frequency.Value = 0.99f + RNG.NextDouble(0.02f) + NormalizedValue * 0.2f;
// intentionally pitched down, even when hitting max.
if (NormalizedValue == 0 || NormalizedValue == 1)
channel.Frequency.Value -= 0.5f;
channel.Play();
}
private LocalisableString getTooltipText(T value)
{
if (CurrentNumber.IsInteger)
return value.ToInt32(NumberFormatInfo.InvariantInfo).ToString("N0");
double floatValue = value.ToDouble(NumberFormatInfo.InvariantInfo);
if (DisplayAsPercentage)
return floatValue.ToString("0%");
decimal decimalPrecision = normalise(CurrentNumber.Precision.ToDecimal(NumberFormatInfo.InvariantInfo), max_decimal_digits);
// Find the number of significant digits (we could have less than 5 after normalize())
int significantDigits = FormatUtils.FindPrecision(decimalPrecision);
return floatValue.ToString($"N{significantDigits}");
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
LeftBox.Scale = new Vector2(Math.Clamp(RangePadding + Nub.DrawPosition.X - Nub.DrawWidth / 2, 0, Math.Max(0, DrawWidth)), 1);
RightBox.Scale = new Vector2(Math.Clamp(DrawWidth - Nub.DrawPosition.X - RangePadding - Nub.DrawWidth / 2, 0, Math.Max(0, DrawWidth)), 1);
}
protected override void UpdateValue(float value)
{
Nub.MoveToX(value, 250, Easing.OutQuint);
}
/// <summary>
/// Removes all non-significant digits, keeping at most a requested number of decimal digits.
/// </summary>
/// <param name="d">The decimal to normalize.</param>
/// <param name="sd">The maximum number of decimal digits to keep. The final result may have fewer decimal digits than this value.</param>
/// <returns>The normalised decimal.</returns>
private decimal normalise(decimal d, int sd)
=> decimal.Parse(Math.Round(d, sd).ToString(string.Concat("0.", new string('#', sd)), CultureInfo.InvariantCulture), CultureInfo.InvariantCulture);
}
}