1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-21 14:02:54 +08:00
osu-lazer/osu.Game/Beatmaps/Drawables/DifficultyIcon.cs
Salman Ahmed 505824d8ea Constrain difficulty icon tooltip to internal accessibility"
This reverts the reverted commit cd356b8eae.

Sorry for the revert-unrevert, rushly pushed without realizing it
doesn't even build.
2021-08-31 21:16:17 +03:00

177 lines
7.3 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.
using System;
using System.Collections.Generic;
using System.Threading;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.Effects;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Beatmaps.Drawables
{
public class DifficultyIcon : CompositeDrawable, IHasCustomTooltip<DifficultyIconTooltipContent>
{
private readonly Container iconContainer;
/// <summary>
/// Size of this difficulty icon.
/// </summary>
public new Vector2 Size
{
get => iconContainer.Size;
set => iconContainer.Size = value;
}
[NotNull]
private readonly BeatmapInfo beatmap;
[CanBeNull]
private readonly RulesetInfo ruleset;
[CanBeNull]
private readonly IReadOnlyList<Mod> mods;
private readonly bool shouldShowTooltip;
private readonly bool performBackgroundDifficultyLookup;
private readonly Bindable<StarDifficulty> difficultyBindable = new Bindable<StarDifficulty>();
private Drawable background;
/// <summary>
/// Creates a new <see cref="DifficultyIcon"/> with a given <see cref="RulesetInfo"/> and <see cref="Mod"/> combination.
/// </summary>
/// <param name="beatmap">The beatmap to show the difficulty of.</param>
/// <param name="ruleset">The ruleset to show the difficulty with.</param>
/// <param name="mods">The mods to show the difficulty with.</param>
/// <param name="shouldShowTooltip">Whether to display a tooltip when hovered.</param>
public DifficultyIcon([NotNull] BeatmapInfo beatmap, [CanBeNull] RulesetInfo ruleset, [CanBeNull] IReadOnlyList<Mod> mods, bool shouldShowTooltip = true)
: this(beatmap, shouldShowTooltip)
{
this.ruleset = ruleset ?? beatmap.Ruleset;
this.mods = mods ?? Array.Empty<Mod>();
}
/// <summary>
/// Creates a new <see cref="DifficultyIcon"/> that follows the currently-selected ruleset and mods.
/// </summary>
/// <param name="beatmap">The beatmap to show the difficulty of.</param>
/// <param name="shouldShowTooltip">Whether to display a tooltip when hovered.</param>
/// <param name="performBackgroundDifficultyLookup">Whether to perform difficulty lookup (including calculation if necessary).</param>
public DifficultyIcon([NotNull] BeatmapInfo beatmap, bool shouldShowTooltip = true, bool performBackgroundDifficultyLookup = true)
{
this.beatmap = beatmap ?? throw new ArgumentNullException(nameof(beatmap));
this.shouldShowTooltip = shouldShowTooltip;
this.performBackgroundDifficultyLookup = performBackgroundDifficultyLookup;
AutoSizeAxes = Axes.Both;
InternalChild = iconContainer = new Container { Size = new Vector2(20f) };
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
iconContainer.Children = new Drawable[]
{
new CircularContainer
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Masking = true,
EdgeEffect = new EdgeEffectParameters
{
Colour = Color4.Black.Opacity(0.06f),
Type = EdgeEffectType.Shadow,
Radius = 3,
},
Child = background = new Box
{
RelativeSizeAxes = Axes.Both,
Colour = colours.ForStarDifficulty(beatmap.StarDifficulty) // Default value that will be re-populated once difficulty calculation completes
},
},
new ConstrainedIconContainer
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
// the null coalesce here is only present to make unit tests work (ruleset dlls aren't copied correctly for testing at the moment)
Icon = (ruleset ?? beatmap.Ruleset)?.CreateInstance()?.CreateIcon() ?? new SpriteIcon { Icon = FontAwesome.Regular.QuestionCircle }
},
};
if (performBackgroundDifficultyLookup)
iconContainer.Add(new DelayedLoadUnloadWrapper(() => new DifficultyRetriever(beatmap, ruleset, mods) { StarDifficulty = { BindTarget = difficultyBindable } }, 0));
else
difficultyBindable.Value = new StarDifficulty(beatmap.StarDifficulty, 0);
difficultyBindable.BindValueChanged(difficulty => background.Colour = colours.ForStarDifficulty(difficulty.NewValue.Stars));
}
ITooltip<DifficultyIconTooltipContent> IHasCustomTooltip<DifficultyIconTooltipContent>.GetCustomTooltip() => new DifficultyIconTooltip();
DifficultyIconTooltipContent IHasCustomTooltip<DifficultyIconTooltipContent>.TooltipContent => shouldShowTooltip ? new DifficultyIconTooltipContent(beatmap, difficultyBindable) : null;
private class DifficultyRetriever : Component
{
public readonly Bindable<StarDifficulty> StarDifficulty = new Bindable<StarDifficulty>();
private readonly BeatmapInfo beatmap;
private readonly RulesetInfo ruleset;
private readonly IReadOnlyList<Mod> mods;
private CancellationTokenSource difficultyCancellation;
[Resolved]
private BeatmapDifficultyCache difficultyCache { get; set; }
public DifficultyRetriever(BeatmapInfo beatmap, RulesetInfo ruleset, IReadOnlyList<Mod> mods)
{
this.beatmap = beatmap;
this.ruleset = ruleset;
this.mods = mods;
}
private IBindable<StarDifficulty?> localStarDifficulty;
[BackgroundDependencyLoader]
private void load()
{
difficultyCancellation = new CancellationTokenSource();
localStarDifficulty = ruleset != null
? difficultyCache.GetBindableDifficulty(beatmap, ruleset, mods, difficultyCancellation.Token)
: difficultyCache.GetBindableDifficulty(beatmap, difficultyCancellation.Token);
localStarDifficulty.BindValueChanged(d =>
{
if (d.NewValue is StarDifficulty diff)
StarDifficulty.Value = diff;
});
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
difficultyCancellation?.Cancel();
}
}
}
}