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osu-lazer/osu.Game/Beatmaps/Drawables/BeatmapSetHeader.cs
Dean Herbert 16a01abc4d Merge remote-tracking branch 'upstream/master' into options-refactor
# Conflicts:
#	osu.Game/Beatmaps/Drawables/BeatmapPanel.cs
#	osu.Game/Graphics/UserInterface/BackButton.cs
#	osu.Game/Screens/Play/KeyCounter.cs
2017-02-03 13:16:07 +09:00

179 lines
6.8 KiB
C#
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//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Sprites;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using OpenTK;
using OpenTK.Graphics;
namespace osu.Game.Beatmaps.Drawables
{
class BeatmapSetHeader : Panel
{
public Action<BeatmapSetHeader> GainedSelection;
private SpriteText title, artist;
private OsuConfigManager config;
private Bindable<bool> preferUnicode;
private WorkingBeatmap beatmap;
private FlowContainer difficultyIcons;
public BeatmapSetHeader(WorkingBeatmap beatmap)
{
this.beatmap = beatmap;
Children = new Drawable[]
{
new PanelBackground(beatmap)
{
RelativeSizeAxes = Axes.Both,
},
new FlowContainer
{
Direction = FlowDirection.VerticalOnly,
Padding = new MarginPadding { Top = 5, Left = 18, Right = 10, Bottom = 10 },
AutoSizeAxes = Axes.Both,
Children = new[]
{
title = new OsuSpriteText
{
Font = @"Exo2.0-BoldItalic",
Text = beatmap.BeatmapSetInfo.Metadata.Title,
TextSize = 22,
Shadow = true,
},
artist = new OsuSpriteText
{
Margin = new MarginPadding { Top = -1 },
Font = @"Exo2.0-SemiBoldItalic",
Text = beatmap.BeatmapSetInfo.Metadata.Artist,
TextSize = 17,
Shadow = true,
},
difficultyIcons = new FlowContainer
{
Margin = new MarginPadding { Top = 5 },
AutoSizeAxes = Axes.Both,
}
}
}
};
}
protected override void Selected()
{
base.Selected();
GainedSelection?.Invoke(this);
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
this.config = config;
preferUnicode = config.GetBindable<bool>(OsuConfig.ShowUnicode);
preferUnicode.ValueChanged += preferUnicode_changed;
preferUnicode_changed(preferUnicode, null);
}
private void preferUnicode_changed(object sender, EventArgs e)
{
title.Text = config.GetUnicodeString(beatmap.BeatmapSetInfo.Metadata.Title, beatmap.BeatmapSetInfo.Metadata.TitleUnicode);
artist.Text = config.GetUnicodeString(beatmap.BeatmapSetInfo.Metadata.Artist, beatmap.BeatmapSetInfo.Metadata.ArtistUnicode);
}
protected override void Dispose(bool isDisposing)
{
if (preferUnicode != null)
preferUnicode.ValueChanged -= preferUnicode_changed;
base.Dispose(isDisposing);
}
class PanelBackground : BufferedContainer
{
private readonly WorkingBeatmap working;
public PanelBackground(WorkingBeatmap working)
{
this.working = working;
CacheDrawnFrameBuffer = true;
Children = new[]
{
new FlowContainer
{
Depth = -1,
Direction = FlowDirection.HorizontalOnly,
RelativeSizeAxes = Axes.Both,
// This makes the gradient not be perfectly horizontal, but diagonal at a ~40<34> angle
Shear = new Vector2(0.8f, 0),
Alpha = 0.5f,
Children = new[]
{
// The left half with no gradient applied
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black,
Width = 0.4f,
},
// Piecewise-linear gradient with 3 segments to make it appear smoother
new Box
{
RelativeSizeAxes = Axes.Both,
ColourInfo = ColourInfo.GradientHorizontal(
Color4.Black, new Color4(0f, 0f, 0f, 0.9f)),
Width = 0.05f,
},
new Box
{
RelativeSizeAxes = Axes.Both,
ColourInfo = ColourInfo.GradientHorizontal(
new Color4(0f, 0f, 0f, 0.9f), new Color4(0f, 0f, 0f, 0.1f)),
Width = 0.2f,
},
new Box
{
RelativeSizeAxes = Axes.Both,
ColourInfo = ColourInfo.GradientHorizontal(
new Color4(0f, 0f, 0f, 0.1f), new Color4(0, 0, 0, 0)),
Width = 0.05f,
},
}
},
};
}
[BackgroundDependencyLoader]
private void load(OsuGameBase game)
{
new BeatmapBackgroundSprite(working)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
FillMode = FillMode.Fill,
}.Preload(game, (bg) =>
{
Add(bg);
ForceRedraw();
});
}
}
public void AddDifficultyIcons(IEnumerable<BeatmapPanel> panels)
{
foreach (var p in panels)
difficultyIcons.Add(new DifficultyIcon(p.Beatmap));
}
}
}