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905bbdc8ee
Also fixes `SongProgress` being displayed in skin editor on non-gameplay screens, due to `GameplayClock` not marked as a required dependency.
210 lines
7.2 KiB
C#
210 lines
7.2 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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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Screens.Play.HUD
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{
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public class DefaultSongProgress : SongProgress
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{
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private const float info_height = 20;
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private const float bottom_bar_height = 5;
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private const float graph_height = SquareGraph.Column.WIDTH * 6;
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private const float handle_height = 18;
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private static readonly Vector2 handle_size = new Vector2(10, handle_height);
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private const float transition_duration = 200;
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private readonly SongProgressBar bar;
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private readonly SongProgressGraph graph;
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private readonly SongProgressInfo info;
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/// <summary>
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/// Whether seeking is allowed and the progress bar should be shown.
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/// </summary>
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public readonly Bindable<bool> AllowSeeking = new Bindable<bool>();
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[SettingSource("Show difficulty graph", "Whether a graph displaying difficulty throughout the beatmap should be shown")]
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public Bindable<bool> ShowGraph { get; } = new BindableBool(true);
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public override bool HandleNonPositionalInput => AllowSeeking.Value;
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public override bool HandlePositionalInput => AllowSeeking.Value;
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protected override bool BlockScrollInput => false;
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[Resolved]
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private Player? player { get; set; }
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[Resolved]
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private DrawableRuleset? drawableRuleset { get; set; }
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[Resolved]
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private OsuConfigManager config { get; set; } = null!;
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[Resolved]
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private SkinManager skinManager { get; set; } = null!;
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public DefaultSongProgress()
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{
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RelativeSizeAxes = Axes.X;
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Anchor = Anchor.BottomRight;
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Origin = Anchor.BottomRight;
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Children = new Drawable[]
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{
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info = new SongProgressInfo
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{
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.X,
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Height = info_height,
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},
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graph = new SongProgressGraph
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{
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RelativeSizeAxes = Axes.X,
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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Height = graph_height,
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Margin = new MarginPadding { Bottom = bottom_bar_height },
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},
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bar = new SongProgressBar(bottom_bar_height, graph_height, handle_size)
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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OnSeek = time => player?.Seek(time),
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},
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};
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}
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[BackgroundDependencyLoader(true)]
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private void load(OsuColour colours)
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{
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base.LoadComplete();
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if (drawableRuleset != null)
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{
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if (player?.Configuration.AllowUserInteraction == true)
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((IBindable<bool>)AllowSeeking).BindTo(drawableRuleset.HasReplayLoaded);
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}
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graph.FillColour = bar.FillColour = colours.BlueLighter;
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}
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protected override void LoadComplete()
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{
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AllowSeeking.BindValueChanged(_ => updateBarVisibility(), true);
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ShowGraph.BindValueChanged(_ => updateGraphVisibility(), true);
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migrateSettingFromConfig();
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}
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/// <summary>
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/// This setting has been migrated to a per-component level.
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/// Only take the value from the config if it is in a non-default state (then reset it to default so it only applies once).
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///
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/// Can be removed 20221027.
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/// </summary>
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private void migrateSettingFromConfig()
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{
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Bindable<bool> configShowGraph = config.GetBindable<bool>(OsuSetting.ShowProgressGraph);
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if (!configShowGraph.IsDefault)
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{
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ShowGraph.Value = configShowGraph.Value;
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// This is pretty ugly, but the only way to make this stick...
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var skinnableTarget = this.FindClosestParent<ISkinnableTarget>();
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if (skinnableTarget != null)
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{
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// If the skin is not mutable, a mutable instance will be created, causing this migration logic to run again on the correct skin.
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// Therefore we want to avoid resetting the config value on this invocation.
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if (skinManager.EnsureMutableSkin())
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return;
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// If `EnsureMutableSkin` actually changed the skin, default layout may take a frame to apply.
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// See `SkinnableTargetComponentsContainer`'s use of ScheduleAfterChildren.
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ScheduleAfterChildren(() =>
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{
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var skin = skinManager.CurrentSkin.Value;
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skin.UpdateDrawableTarget(skinnableTarget);
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skinManager.Save(skin);
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});
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configShowGraph.SetDefault();
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}
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}
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}
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protected override void PopIn()
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{
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this.FadeIn(500, Easing.OutQuint);
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}
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protected override void PopOut()
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{
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this.FadeOut(100);
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}
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protected override void UpdateObjects(IEnumerable<HitObject> objects)
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{
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graph.Objects = objects;
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info.StartTime = FirstHitTime;
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info.EndTime = LastHitTime;
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bar.StartTime = FirstHitTime;
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bar.EndTime = LastHitTime;
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}
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protected override void UpdateProgress(double progress, bool isIntro)
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{
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bar.CurrentTime = GameplayClock.CurrentTime;
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if (isIntro)
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graph.Progress = 0;
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else
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graph.Progress = (int)(graph.ColumnCount * progress);
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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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Height = bottom_bar_height + graph_height + handle_size.Y + info_height - graph.Y;
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}
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private void updateBarVisibility()
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{
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bar.ShowHandle = AllowSeeking.Value;
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updateInfoMargin();
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}
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private void updateGraphVisibility()
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{
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float barHeight = bottom_bar_height + handle_size.Y;
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bar.ResizeHeightTo(ShowGraph.Value ? barHeight + graph_height : barHeight, transition_duration, Easing.In);
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graph.FadeTo(ShowGraph.Value ? 1 : 0, transition_duration, Easing.In);
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updateInfoMargin();
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}
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private void updateInfoMargin()
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{
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float finalMargin = bottom_bar_height + (AllowSeeking.Value ? handle_size.Y : 0) + (ShowGraph.Value ? graph_height : 0);
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info.TransformTo(nameof(info.Margin), new MarginPadding { Bottom = finalMargin }, transition_duration, Easing.In);
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}
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}
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}
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