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osu-lazer/osu.Game/Screens/Edit/Setup/DifficultySection.cs
Dean Herbert cbdd870ecf
Merge pull request #19693 from its5Q/editor-localisation
Add localisation support for beatmap editor setup
2022-08-20 11:51:57 +09:00

104 lines
4.2 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.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterfaceV2;
using osu.Game.Resources.Localisation.Web;
using osu.Game.Localisation;
namespace osu.Game.Screens.Edit.Setup
{
internal class DifficultySection : SetupSection
{
private LabelledSliderBar<float> circleSizeSlider;
private LabelledSliderBar<float> healthDrainSlider;
private LabelledSliderBar<float> approachRateSlider;
private LabelledSliderBar<float> overallDifficultySlider;
public override LocalisableString Title => EditorSetupStrings.DifficultyHeader;
[BackgroundDependencyLoader]
private void load()
{
Children = new Drawable[]
{
circleSizeSlider = new LabelledSliderBar<float>
{
Label = BeatmapsetsStrings.ShowStatsCs,
FixedLabelWidth = LABEL_WIDTH,
Description = EditorSetupStrings.CircleSizeDescription,
Current = new BindableFloat(Beatmap.Difficulty.CircleSize)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
MaxValue = 10,
Precision = 0.1f,
}
},
healthDrainSlider = new LabelledSliderBar<float>
{
Label = BeatmapsetsStrings.ShowStatsDrain,
FixedLabelWidth = LABEL_WIDTH,
Description = EditorSetupStrings.DrainRateDescription,
Current = new BindableFloat(Beatmap.Difficulty.DrainRate)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
MaxValue = 10,
Precision = 0.1f,
}
},
approachRateSlider = new LabelledSliderBar<float>
{
Label = BeatmapsetsStrings.ShowStatsAr,
FixedLabelWidth = LABEL_WIDTH,
Description = EditorSetupStrings.ApproachRateDescription,
Current = new BindableFloat(Beatmap.Difficulty.ApproachRate)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
MaxValue = 10,
Precision = 0.1f,
}
},
overallDifficultySlider = new LabelledSliderBar<float>
{
Label = BeatmapsetsStrings.ShowStatsAccuracy,
FixedLabelWidth = LABEL_WIDTH,
Description = EditorSetupStrings.OverallDifficultyDescription,
Current = new BindableFloat(Beatmap.Difficulty.OverallDifficulty)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
MaxValue = 10,
Precision = 0.1f,
}
},
};
foreach (var item in Children.OfType<LabelledSliderBar<float>>())
item.Current.ValueChanged += onValueChanged;
}
private void onValueChanged(ValueChangedEvent<float> args)
{
// for now, update these on commit rather than making BeatmapMetadata bindables.
// after switching database engines we can reconsider if switching to bindables is a good direction.
Beatmap.Difficulty.CircleSize = circleSizeSlider.Current.Value;
Beatmap.Difficulty.DrainRate = healthDrainSlider.Current.Value;
Beatmap.Difficulty.ApproachRate = approachRateSlider.Current.Value;
Beatmap.Difficulty.OverallDifficulty = overallDifficultySlider.Current.Value;
Beatmap.UpdateAllHitObjects();
Beatmap.SaveState();
}
}
}