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340 lines
14 KiB
C#
340 lines
14 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;
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using System.Collections.Generic;
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using System.Threading;
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using osuTK;
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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.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Drawables;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Localisation;
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using osu.Game.Configuration;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Screens.Select
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{
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public partial class BeatmapInfoWedgeV2 : VisibilityContainer
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{
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public const float WEDGE_HEIGHT = 120;
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private const float shear_width = 21;
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private const float transition_duration = 250;
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private const float corner_radius = 10;
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private const float colour_bar_width = 30;
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/// Todo: move this const out to song select when more new design elements are implemented for the beatmap details area, since it applies to text alignment of various elements
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private const float text_margin = 62;
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private static readonly Vector2 wedged_container_shear = new Vector2(shear_width / WEDGE_HEIGHT, 0);
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[Resolved]
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private IBindable<RulesetInfo> ruleset { get; set; } = null!;
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[Resolved]
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private OsuColour colours { get; set; } = null!;
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protected Container? DisplayedContent { get; private set; }
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protected WedgeInfoText? Info { get; private set; }
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private readonly Container difficultyColourBar;
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private readonly StarCounter starCounter;
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private readonly BufferedContainer bufferedContent;
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public BeatmapInfoWedgeV2()
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{
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Height = WEDGE_HEIGHT;
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Shear = wedged_container_shear;
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Masking = true;
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EdgeEffect = new EdgeEffectParameters
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{
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Colour = Colour4.Black.Opacity(0.2f),
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Type = EdgeEffectType.Shadow,
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Radius = 3,
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};
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CornerRadius = corner_radius;
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// We want to buffer the wedge to avoid weird transparency overlaps between the colour bar and the background.
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Child = bufferedContent = new BufferedContainer(pixelSnapping: true)
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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// These elements can't be grouped with the rest of the content, due to being present either outside or under the backgrounds area
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difficultyColourBar = new Container
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{
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Colour = Colour4.Transparent,
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Depth = float.MaxValue,
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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RelativeSizeAxes = Axes.Y,
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// By limiting the width we avoid this box showing up as an outline around the drawables that are on top of it.
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Width = colour_bar_width + corner_radius,
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Child = new Box { RelativeSizeAxes = Axes.Both }
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},
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new Container
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{
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// Applying the shear to this container and nesting the starCounter inside avoids
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// the deformation that occurs if the shear is applied to the starCounter whilst rotated
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Shear = -wedged_container_shear,
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X = -colour_bar_width / 2,
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Anchor = Anchor.CentreRight,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Y,
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Width = colour_bar_width,
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Child = starCounter = new StarCounter
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{
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Rotation = (float)(Math.Atan(shear_width / WEDGE_HEIGHT) * (180 / Math.PI)),
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Colour = Colour4.Transparent,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Scale = new Vector2(0.35f),
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Direction = FillDirection.Vertical
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}
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}
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}
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};
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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ruleset.BindValueChanged(_ => updateDisplay());
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}
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private const double animation_duration = 600;
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protected override void PopIn()
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{
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this.MoveToX(0, animation_duration, Easing.OutQuint);
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this.FadeIn(200, Easing.In);
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}
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protected override void PopOut()
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{
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this.MoveToX(-150, animation_duration, Easing.OutQuint);
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this.FadeOut(200, Easing.OutQuint);
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}
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private WorkingBeatmap? beatmap;
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public WorkingBeatmap? Beatmap
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{
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get => beatmap;
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set
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{
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if (beatmap == value) return;
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beatmap = value;
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updateDisplay();
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}
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}
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private Container? loadingInfo;
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private void updateDisplay()
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{
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Scheduler.AddOnce(() =>
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{
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if (beatmap == null)
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{
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removeOldInfo();
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return;
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}
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LoadComponentAsync(loadingInfo = new Container
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{
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Masking = true,
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// We offset this by the portion of the colour bar underneath we wish to show
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X = -colour_bar_width,
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CornerRadius = corner_radius,
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RelativeSizeAxes = Axes.Both,
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Depth = DisplayedContent?.Depth + 1 ?? 0,
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Children = new Drawable[]
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{
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// TODO: New wedge design uses a coloured horizontal gradient for its background, however this lacks implementation information in the figma draft.
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// pending https://www.figma.com/file/DXKwqZhD5yyb1igc3mKo1P?node-id=2980:3361#340801912 being answered.
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new BeatmapInfoWedgeBackground(beatmap) { Shear = -Shear },
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Info = new WedgeInfoText(beatmap) { Shear = -Shear }
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}
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}, loaded =>
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{
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// Ensure we are the most recent loaded wedge.
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if (loaded != loadingInfo) return;
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removeOldInfo();
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bufferedContent.Add(DisplayedContent = loaded);
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Info.DisplayedStars.BindValueChanged(s =>
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{
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starCounter.Current = (float)s.NewValue;
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starCounter.Colour = s.NewValue >= 6.5 ? colours.Orange1 : Colour4.Black.Opacity(0.75f);
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difficultyColourBar.FadeColour(colours.ForStarDifficulty(s.NewValue));
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}, true);
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});
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});
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void removeOldInfo()
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{
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State.Value = beatmap == null ? Visibility.Hidden : Visibility.Visible;
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DisplayedContent?.FadeOut(transition_duration);
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DisplayedContent?.Expire();
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DisplayedContent = null;
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}
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}
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public partial class WedgeInfoText : Container
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{
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public OsuSpriteText TitleLabel { get; private set; } = null!;
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public OsuSpriteText ArtistLabel { get; private set; } = null!;
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private StarRatingDisplay starRatingDisplay = null!;
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private ILocalisedBindableString titleBinding = null!;
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private ILocalisedBindableString artistBinding = null!;
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private readonly WorkingBeatmap working;
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public IBindable<double> DisplayedStars => starRatingDisplay.DisplayedStars;
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[Resolved]
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private IBindable<IReadOnlyList<Mod>> mods { get; set; } = null!;
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[Resolved]
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private BeatmapDifficultyCache difficultyCache { get; set; } = null!;
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private ModSettingChangeTracker? settingChangeTracker;
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private IBindable<StarDifficulty?>? starDifficulty;
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private CancellationTokenSource? cancellationSource;
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public WedgeInfoText(WorkingBeatmap working)
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{
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this.working = working;
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}
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[BackgroundDependencyLoader]
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private void load(LocalisationManager localisation)
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{
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var beatmapInfo = working.BeatmapInfo;
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var metadata = working.Metadata;
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RelativeSizeAxes = Axes.Both;
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titleBinding = localisation.GetLocalisedBindableString(new RomanisableString(metadata.TitleUnicode, metadata.Title));
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artistBinding = localisation.GetLocalisedBindableString(new RomanisableString(metadata.ArtistUnicode, metadata.Artist));
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Children = new Drawable[]
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{
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new FillFlowContainer
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{
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Name = "Topright-aligned metadata",
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Direction = FillDirection.Vertical,
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Padding = new MarginPadding { Top = 3, Right = 8 },
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AutoSizeAxes = Axes.Both,
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Shear = wedged_container_shear,
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Spacing = new Vector2(0f, 5f),
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Children = new Drawable[]
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{
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starRatingDisplay = new StarRatingDisplay(default, animated: true)
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Shear = -wedged_container_shear,
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Alpha = 0f,
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},
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new BeatmapSetOnlineStatusPill
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{
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AutoSizeAxes = Axes.Both,
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Shear = -wedged_container_shear,
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TextSize = 11,
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TextPadding = new MarginPadding { Horizontal = 8, Vertical = 2 },
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Status = beatmapInfo.Status,
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Alpha = string.IsNullOrEmpty(beatmapInfo.DifficultyName) ? 0 : 1
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}
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}
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},
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new FillFlowContainer
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{
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Name = "Top-left aligned metadata",
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Direction = FillDirection.Vertical,
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Padding = new MarginPadding { Horizontal = text_margin + shear_width, Top = 12 },
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AutoSizeAxes = Axes.Y,
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RelativeSizeAxes = Axes.X,
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Children = new Drawable[]
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{
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TitleLabel = new OsuSpriteText
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{
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Shadow = true,
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Current = { BindTarget = titleBinding },
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Font = OsuFont.TorusAlternate.With(size: 40, weight: FontWeight.SemiBold),
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RelativeSizeAxes = Axes.X,
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Truncate = true
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},
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ArtistLabel = new OsuSpriteText
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{
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// TODO : figma design has a diffused shadow, instead of the solid one present here, not possible currently as far as i'm aware.
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Shadow = true,
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Current = { BindTarget = artistBinding },
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// Not sure if this should be semi bold or medium
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Font = OsuFont.Torus.With(size: 20, weight: FontWeight.SemiBold),
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RelativeSizeAxes = Axes.X,
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Truncate = true
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}
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}
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}
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};
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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starDifficulty = difficultyCache.GetBindableDifficulty(working.BeatmapInfo, (cancellationSource = new CancellationTokenSource()).Token);
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starDifficulty.BindValueChanged(s =>
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{
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starRatingDisplay.Current.Value = s.NewValue ?? default;
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// Don't roll the counter on initial display (but still allow it to roll on applying mods etc.)
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if (starRatingDisplay.Alpha > 0)
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starRatingDisplay.FinishTransforms(true);
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starRatingDisplay.FadeIn(transition_duration);
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});
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mods.BindValueChanged(m =>
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{
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settingChangeTracker?.Dispose();
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settingChangeTracker = new ModSettingChangeTracker(m.NewValue);
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}, true);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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cancellationSource?.Cancel();
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settingChangeTracker?.Dispose();
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}
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}
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}
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}
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