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osu-lazer/osu.Game/Overlays/Mods/ModSelectOverlay.cs
2022-05-25 23:06:12 +02:00

708 lines
27 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 enable
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Events;
using osu.Framework.Utils;
using osu.Game.Audio;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.UserInterface;
using osu.Game.Input.Bindings;
using osu.Game.Localisation;
using osu.Game.Rulesets.Mods;
using osu.Game.Utils;
using osuTK;
using osuTK.Input;
namespace osu.Game.Overlays.Mods
{
public abstract class ModSelectOverlay : ShearedOverlayContainer, ISamplePlaybackDisabler
{
public const int BUTTON_WIDTH = 200;
[Cached]
public Bindable<IReadOnlyList<Mod>> SelectedMods { get; private set; } = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
/// <summary>
/// Contains a dictionary with the current <see cref="ModState"/> of all mods applicable for the current ruleset.
/// </summary>
/// <remarks>
/// Contrary to <see cref="OsuGameBase.AvailableMods"/> and <see cref="globalAvailableMods"/>, the <see cref="Mod"/> instances
/// inside the <see cref="ModState"/> objects are owned solely by this <see cref="ModSelectOverlay"/> instance.
/// </remarks>
public Bindable<Dictionary<ModType, IReadOnlyList<ModState>>> AvailableMods { get; } = new Bindable<Dictionary<ModType, IReadOnlyList<ModState>>>(new Dictionary<ModType, IReadOnlyList<ModState>>());
private Func<Mod, bool> isValidMod = m => true;
/// <summary>
/// A function determining whether each mod in the column should be displayed.
/// A return value of <see langword="true"/> means that the mod is not filtered and therefore its corresponding panel should be displayed.
/// A return value of <see langword="false"/> means that the mod is filtered out and therefore its corresponding panel should be hidden.
/// </summary>
public Func<Mod, bool> IsValidMod
{
get => isValidMod;
set
{
isValidMod = value ?? throw new ArgumentNullException(nameof(value));
filterMods();
}
}
/// <summary>
/// Whether the total score multiplier calculated from the current selected set of mods should be shown.
/// </summary>
protected virtual bool ShowTotalMultiplier => true;
/// <summary>
/// Whether per-mod customisation controls are visible.
/// </summary>
protected virtual bool AllowCustomisation => true;
protected virtual ModColumn CreateModColumn(ModType modType, Key[]? toggleKeys = null) => new ModColumn(modType, false, toggleKeys);
protected virtual IReadOnlyList<Mod> ComputeNewModsFromSelection(IReadOnlyList<Mod> oldSelection, IReadOnlyList<Mod> newSelection) => newSelection;
protected virtual IEnumerable<ShearedButton> CreateFooterButtons()
{
if (AllowCustomisation)
{
yield return customisationButton = new ShearedToggleButton(BUTTON_WIDTH)
{
Text = ModSelectOverlayStrings.ModCustomisation,
Active = { BindTarget = customisationVisible }
};
}
yield return new DeselectAllModsButton(this);
}
private readonly Bindable<Dictionary<ModType, IReadOnlyList<Mod>>> globalAvailableMods = new Bindable<Dictionary<ModType, IReadOnlyList<Mod>>>();
private IEnumerable<ModState> allAvailableMods => AvailableMods.Value.SelectMany(pair => pair.Value);
private readonly BindableBool customisationVisible = new BindableBool();
private ModSettingsArea modSettingsArea = null!;
private ColumnScrollContainer columnScroll = null!;
private ColumnFlowContainer columnFlow = null!;
private FillFlowContainer<ShearedButton> footerButtonFlow = null!;
private ShearedButton backButton = null!;
private DifficultyMultiplierDisplay? multiplierDisplay;
private ShearedToggleButton? customisationButton;
protected ModSelectOverlay(OverlayColourScheme colourScheme = OverlayColourScheme.Green)
: base(colourScheme)
{
}
[BackgroundDependencyLoader]
private void load(OsuGameBase game, OsuColour colours)
{
Header.Title = ModSelectOverlayStrings.ModSelectTitle;
Header.Description = ModSelectOverlayStrings.ModSelectDescription;
AddRange(new Drawable[]
{
new ClickToReturnContainer
{
RelativeSizeAxes = Axes.Both,
HandleMouse = { BindTarget = customisationVisible },
OnClicked = () => customisationVisible.Value = false
},
modSettingsArea = new ModSettingsArea
{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
Height = 0
}
});
MainAreaContent.AddRange(new Drawable[]
{
new Container
{
Padding = new MarginPadding
{
Top = (ShowTotalMultiplier ? DifficultyMultiplierDisplay.HEIGHT : 0) + PADDING,
Bottom = PADDING
},
RelativeSizeAxes = Axes.Both,
RelativePositionAxes = Axes.Both,
Children = new Drawable[]
{
columnScroll = new ColumnScrollContainer
{
RelativeSizeAxes = Axes.Both,
Masking = false,
ClampExtension = 100,
ScrollbarOverlapsContent = false,
Child = columnFlow = new ColumnFlowContainer
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
Direction = FillDirection.Horizontal,
Shear = new Vector2(SHEAR, 0),
RelativeSizeAxes = Axes.Y,
AutoSizeAxes = Axes.X,
Margin = new MarginPadding { Horizontal = 70 },
Padding = new MarginPadding { Bottom = 10 },
Children = new[]
{
createModColumnContent(ModType.DifficultyReduction, new[] { Key.Q, Key.W, Key.E, Key.R, Key.T, Key.Y, Key.U, Key.I, Key.O, Key.P }),
createModColumnContent(ModType.DifficultyIncrease, new[] { Key.A, Key.S, Key.D, Key.F, Key.G, Key.H, Key.J, Key.K, Key.L }),
createModColumnContent(ModType.Automation, new[] { Key.Z, Key.X, Key.C, Key.V, Key.B, Key.N, Key.M }),
createModColumnContent(ModType.Conversion),
createModColumnContent(ModType.Fun)
}
}
}
}
}
});
if (ShowTotalMultiplier)
{
MainAreaContent.Add(new Container
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
AutoSizeAxes = Axes.X,
Height = DifficultyMultiplierDisplay.HEIGHT,
Margin = new MarginPadding { Horizontal = 100 },
Child = multiplierDisplay = new DifficultyMultiplierDisplay
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre
},
});
}
FooterContent.Child = footerButtonFlow = new FillFlowContainer<ShearedButton>
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Horizontal,
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
Padding = new MarginPadding
{
Vertical = PADDING,
Horizontal = 70
},
Spacing = new Vector2(10),
ChildrenEnumerable = CreateFooterButtons().Prepend(backButton = new ShearedButton(BUTTON_WIDTH)
{
Text = CommonStrings.Back,
Action = Hide,
DarkerColour = colours.Pink2,
LighterColour = colours.Pink1
})
};
globalAvailableMods.BindTo(game.AvailableMods);
}
protected override void LoadComplete()
{
// this is called before base call so that the mod state is populated early, and the transition in `PopIn()` can play out properly.
globalAvailableMods.BindValueChanged(_ => createLocalMods(), true);
base.LoadComplete();
State.BindValueChanged(_ => samplePlaybackDisabled.Value = State.Value == Visibility.Hidden, true);
// This is an optimisation to prevent refreshing the available settings controls when it can be
// reasonably assumed that the settings panel is never to be displayed (e.g. FreeModSelectOverlay).
if (AllowCustomisation)
((IBindable<IReadOnlyList<Mod>>)modSettingsArea.SelectedMods).BindTo(SelectedMods);
SelectedMods.BindValueChanged(val =>
{
updateMultiplier();
updateCustomisation(val);
updateFromExternalSelection();
}, true);
customisationVisible.BindValueChanged(_ => updateCustomisationVisualState(), true);
// Start scrolled slightly to the right to give the user a sense that
// there is more horizontal content available.
ScheduleAfterChildren(() =>
{
columnScroll.ScrollTo(200, false);
columnScroll.ScrollToStart();
});
}
/// <summary>
/// Select all visible mods in all columns.
/// </summary>
public void SelectAll()
{
foreach (var column in columnFlow.Columns)
column.SelectAll();
}
/// <summary>
/// Deselect all visible mods in all columns.
/// </summary>
public void DeselectAll()
{
foreach (var column in columnFlow.Columns)
column.DeselectAll();
}
private ColumnDimContainer createModColumnContent(ModType modType, Key[]? toggleKeys = null)
{
var column = CreateModColumn(modType, toggleKeys).With(column =>
{
// spacing applied here rather than via `columnFlow.Spacing` to avoid uneven gaps when some of the columns are hidden.
column.Margin = new MarginPadding { Right = 10 };
});
return new ColumnDimContainer(column)
{
AutoSizeAxes = Axes.X,
RelativeSizeAxes = Axes.Y,
RequestScroll = col => columnScroll.ScrollIntoView(col, extraScroll: 140),
};
}
private void createLocalMods()
{
var newLocalAvailableMods = new Dictionary<ModType, IReadOnlyList<ModState>>();
foreach (var (modType, mods) in globalAvailableMods.Value)
{
var modStates = mods.SelectMany(ModUtils.FlattenMod)
.Select(mod => new ModState(mod.DeepClone()))
.ToArray();
foreach (var modState in modStates)
modState.Active.BindValueChanged(_ => updateFromInternalSelection());
newLocalAvailableMods[modType] = modStates;
}
AvailableMods.Value = newLocalAvailableMods;
filterMods();
foreach (var column in columnFlow.Columns)
column.AvailableMods = AvailableMods.Value.GetValueOrDefault(column.ModType, Array.Empty<ModState>());
}
private void filterMods()
{
foreach (var modState in allAvailableMods)
modState.Filtered.Value = !modState.Mod.HasImplementation || !IsValidMod.Invoke(modState.Mod);
}
private void updateMultiplier()
{
if (multiplierDisplay == null)
return;
double multiplier = 1.0;
foreach (var mod in SelectedMods.Value)
multiplier *= mod.ScoreMultiplier;
multiplierDisplay.Current.Value = multiplier;
}
private void updateCustomisation(ValueChangedEvent<IReadOnlyList<Mod>> valueChangedEvent)
{
if (customisationButton == null)
return;
bool anyCustomisableMod = false;
bool anyModWithRequiredCustomisationAdded = false;
foreach (var mod in SelectedMods.Value)
{
anyCustomisableMod |= mod.GetSettingsSourceProperties().Any();
anyModWithRequiredCustomisationAdded |= valueChangedEvent.OldValue.All(m => m.GetType() != mod.GetType()) && mod.RequiresConfiguration;
}
if (anyCustomisableMod)
{
customisationVisible.Disabled = false;
if (anyModWithRequiredCustomisationAdded && !customisationVisible.Value)
customisationVisible.Value = true;
}
else
{
if (customisationVisible.Value)
customisationVisible.Value = false;
customisationVisible.Disabled = true;
}
}
private void updateCustomisationVisualState()
{
const double transition_duration = 300;
MainAreaContent.FadeColour(customisationVisible.Value ? Colour4.Gray : Colour4.White, transition_duration, Easing.InOutCubic);
foreach (var button in footerButtonFlow)
{
if (button != customisationButton)
button.Enabled.Value = !customisationVisible.Value;
}
float modAreaHeight = customisationVisible.Value ? ModSettingsArea.HEIGHT : 0;
modSettingsArea.ResizeHeightTo(modAreaHeight, transition_duration, Easing.InOutCubic);
TopLevelContent.MoveToY(-modAreaHeight, transition_duration, Easing.InOutCubic);
}
/// <summary>
/// This flag helps to determine the source of changes to <see cref="SelectedMods"/>.
/// If the value is false, then <see cref="SelectedMods"/> are changing due to a user selection on the UI.
/// If the value is true, then <see cref="SelectedMods"/> are changing due to an external <see cref="SelectedMods"/> change.
/// </summary>
private bool externalSelectionUpdateInProgress;
private void updateFromExternalSelection()
{
if (externalSelectionUpdateInProgress)
return;
externalSelectionUpdateInProgress = true;
var newSelection = new List<Mod>();
foreach (var modState in allAvailableMods)
{
var matchingSelectedMod = SelectedMods.Value.SingleOrDefault(selected => selected.GetType() == modState.Mod.GetType());
if (matchingSelectedMod != null)
{
modState.Mod.CopyFrom(matchingSelectedMod);
modState.Active.Value = true;
newSelection.Add(modState.Mod);
}
else
{
modState.Mod.ResetSettingsToDefaults();
modState.Active.Value = false;
}
}
SelectedMods.Value = newSelection;
externalSelectionUpdateInProgress = false;
}
private void updateFromInternalSelection()
{
if (externalSelectionUpdateInProgress)
return;
var candidateSelection = allAvailableMods.Where(modState => modState.Active.Value)
.Select(modState => modState.Mod)
.ToArray();
SelectedMods.Value = ComputeNewModsFromSelection(SelectedMods.Value, candidateSelection);
}
#region Transition handling
private const float distance = 700;
protected override void PopIn()
{
const double fade_in_duration = 400;
base.PopIn();
multiplierDisplay?
.FadeIn(fade_in_duration, Easing.OutQuint)
.MoveToY(0, fade_in_duration, Easing.OutQuint);
int nonFilteredColumnCount = 0;
for (int i = 0; i < columnFlow.Count; i++)
{
var column = columnFlow[i].Column;
bool allFiltered = column.AvailableMods.All(modState => modState.Filtered.Value);
double delay = allFiltered ? 0 : nonFilteredColumnCount * 30;
double duration = allFiltered ? 0 : fade_in_duration;
float startingYPosition = 0;
if (!allFiltered)
startingYPosition = nonFilteredColumnCount % 2 == 0 ? -distance : distance;
column.TopLevelContent
.MoveToY(startingYPosition)
.Delay(delay)
.MoveToY(0, duration, Easing.OutQuint)
.FadeIn(duration, Easing.OutQuint);
if (!allFiltered)
nonFilteredColumnCount += 1;
}
}
protected override void PopOut()
{
const double fade_out_duration = 500;
base.PopOut();
multiplierDisplay?
.FadeOut(fade_out_duration / 2, Easing.OutQuint)
.MoveToY(-distance, fade_out_duration / 2, Easing.OutQuint);
int nonFilteredColumnCount = 0;
for (int i = 0; i < columnFlow.Count; i++)
{
var column = columnFlow[i].Column;
bool allFiltered = column.AvailableMods.All(modState => modState.Filtered.Value);
double duration = allFiltered ? 0 : fade_out_duration;
float newYPosition = 0;
if (!allFiltered)
newYPosition = nonFilteredColumnCount % 2 == 0 ? -distance : distance;
column.FlushPendingSelections();
column.TopLevelContent
.MoveToY(newYPosition, duration, Easing.OutQuint)
.FadeOut(duration, Easing.OutQuint);
if (!allFiltered)
nonFilteredColumnCount += 1;
}
}
#endregion
#region Input handling
public override bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
if (e.Repeat)
return false;
switch (e.Action)
{
case GlobalAction.Back:
// Pressing the back binding should only go back one step at a time.
hideOverlay(false);
return true;
// This is handled locally here because this overlay is being registered at the game level
// and therefore takes away keyboard focus from the screen stack.
case GlobalAction.ToggleModSelection:
case GlobalAction.Select:
{
// Pressing toggle or select should completely hide the overlay in one shot.
hideOverlay(true);
return true;
}
}
return base.OnPressed(e);
void hideOverlay(bool immediate)
{
if (customisationVisible.Value)
{
Debug.Assert(customisationButton != null);
customisationButton.TriggerClick();
if (!immediate)
return;
}
backButton.TriggerClick();
}
}
#endregion
#region Sample playback control
private readonly Bindable<bool> samplePlaybackDisabled = new BindableBool(true);
IBindable<bool> ISamplePlaybackDisabler.SamplePlaybackDisabled => samplePlaybackDisabled;
#endregion
/// <summary>
/// Manages horizontal scrolling of mod columns, along with the "active" states of each column based on visibility.
/// </summary>
internal class ColumnScrollContainer : OsuScrollContainer<ColumnFlowContainer>
{
public ColumnScrollContainer()
: base(Direction.Horizontal)
{
}
protected override void Update()
{
base.Update();
// the bounds below represent the horizontal range of scroll items to be considered fully visible/active, in the scroll's internal coordinate space.
// note that clamping is applied to the left scroll bound to ensure scrolling past extents does not change the set of active columns.
float leftVisibleBound = Math.Clamp(Current, 0, ScrollableExtent);
float rightVisibleBound = leftVisibleBound + DrawWidth;
// if a movement is occurring at this time, the bounds below represent the full range of columns that the scroll movement will encompass.
// this will be used to ensure that columns do not change state from active to inactive back and forth until they are fully scrolled past.
float leftMovementBound = Math.Min(Current, Target);
float rightMovementBound = Math.Max(Current, Target) + DrawWidth;
foreach (var column in Child)
{
// DrawWidth/DrawPosition do not include shear effects, and we want to know the full extents of the columns post-shear,
// so we have to manually compensate.
var topLeft = column.ToSpaceOfOtherDrawable(Vector2.Zero, ScrollContent);
var bottomRight = column.ToSpaceOfOtherDrawable(new Vector2(column.DrawWidth - column.DrawHeight * SHEAR, 0), ScrollContent);
bool isCurrentlyVisible = Precision.AlmostBigger(topLeft.X, leftVisibleBound)
&& Precision.DefinitelyBigger(rightVisibleBound, bottomRight.X);
bool isBeingScrolledToward = Precision.AlmostBigger(topLeft.X, leftMovementBound)
&& Precision.DefinitelyBigger(rightMovementBound, bottomRight.X);
column.Active.Value = isCurrentlyVisible || isBeingScrolledToward;
}
}
}
/// <summary>
/// Manages layout of mod columns.
/// </summary>
internal class ColumnFlowContainer : FillFlowContainer<ColumnDimContainer>
{
public IEnumerable<ModColumn> Columns => Children.Select(dimWrapper => dimWrapper.Column);
public override void Add(ColumnDimContainer dimContainer)
{
base.Add(dimContainer);
Debug.Assert(dimContainer != null);
dimContainer.Column.Shear = Vector2.Zero;
}
}
/// <summary>
/// Encapsulates a column and provides dim and input blocking based on an externally managed "active" state.
/// </summary>
internal class ColumnDimContainer : Container
{
public ModColumn Column { get; }
/// <summary>
/// Tracks whether this column is in an interactive state. Generally only the case when the column is on-screen.
/// </summary>
public readonly Bindable<bool> Active = new BindableBool();
/// <summary>
/// Invoked when the column is clicked while not active, requesting a scroll to be performed to bring it on-screen.
/// </summary>
public Action<ColumnDimContainer>? RequestScroll { get; set; }
[Resolved]
private OsuColour colours { get; set; } = null!;
public ColumnDimContainer(ModColumn column)
{
Child = Column = column;
column.Active.BindTo(Active);
}
protected override void LoadComplete()
{
base.LoadComplete();
Active.BindValueChanged(_ => updateState(), true);
FinishTransforms();
}
protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate || Column.SelectionAnimationRunning;
private void updateState()
{
Colour4 targetColour;
if (Column.Active.Value)
targetColour = Colour4.White;
else
targetColour = IsHovered ? colours.GrayC : colours.Gray8;
this.FadeColour(targetColour, 800, Easing.OutQuint);
}
protected override bool OnClick(ClickEvent e)
{
if (!Active.Value)
RequestScroll?.Invoke(this);
return true;
}
protected override bool OnHover(HoverEvent e)
{
base.OnHover(e);
updateState();
return Active.Value;
}
protected override void OnHoverLost(HoverLostEvent e)
{
base.OnHoverLost(e);
updateState();
}
}
/// <summary>
/// A container which blocks and handles input, managing the "return from customisation" state change.
/// </summary>
private class ClickToReturnContainer : Container
{
public BindableBool HandleMouse { get; } = new BindableBool();
public Action? OnClicked { get; set; }
public override bool HandlePositionalInput => base.HandlePositionalInput && HandleMouse.Value;
protected override bool Handle(UIEvent e)
{
if (!HandleMouse.Value)
return base.Handle(e);
switch (e)
{
case ClickEvent _:
OnClicked?.Invoke();
return true;
case MouseEvent _:
return true;
}
return base.Handle(e);
}
}
}
}