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osu-lazer/osu.Game/Overlays/BeatmapSetOverlay.cs
2020-02-04 20:17:27 +01:00

149 lines
4.7 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.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Events;
using osu.Game.Beatmaps;
using osu.Game.Graphics.Containers;
using osu.Game.Online.API.Requests;
using osu.Game.Overlays.BeatmapSet;
using osu.Game.Overlays.BeatmapSet.Scores;
using osu.Game.Rulesets;
using osuTK;
namespace osu.Game.Overlays
{
public class BeatmapSetOverlay : FullscreenOverlay
{
public const float X_PADDING = 40;
public const float Y_PADDING = 25;
public const float RIGHT_WIDTH = 275;
protected readonly Header Header;
private RulesetStore rulesets;
private readonly Bindable<BeatmapSetInfo> beatmapSet = new Bindable<BeatmapSetInfo>();
// receive input outside our bounds so we can trigger a close event on ourselves.
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
private readonly Box background;
public BeatmapSetOverlay()
: base(OverlayColourScheme.Blue)
{
OsuScrollContainer scroll;
Info info;
Children = new Drawable[]
{
background = new Box
{
RelativeSizeAxes = Axes.Both
},
scroll = new OsuScrollContainer
{
RelativeSizeAxes = Axes.Both,
ScrollbarVisible = false,
Child = new ReverseChildIDFillFlowContainer<Drawable>
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Spacing = new Vector2(0, 20),
Children = new Drawable[]
{
new ReverseChildIDFillFlowContainer<Drawable>
{
AutoSizeAxes = Axes.Y,
RelativeSizeAxes = Axes.X,
Direction = FillDirection.Vertical,
Children = new Drawable[]
{
Header = new Header(),
info = new Info()
}
},
new ScoresContainer
{
Beatmap = { BindTarget = Header.Picker.Beatmap }
}
},
},
},
};
Header.BeatmapSet.BindTo(beatmapSet);
info.BeatmapSet.BindTo(beatmapSet);
Header.Picker.Beatmap.ValueChanged += b =>
{
info.Beatmap = b.NewValue;
scroll.ScrollToStart();
};
}
[BackgroundDependencyLoader]
private void load(RulesetStore rulesets)
{
this.rulesets = rulesets;
background.Colour = ColourProvider.Background6;
}
protected override void PopOutComplete()
{
base.PopOutComplete();
beatmapSet.Value = null;
}
protected override bool OnClick(ClickEvent e)
{
Hide();
return true;
}
public void FetchAndShowBeatmap(int beatmapId)
{
beatmapSet.Value = null;
var req = new GetBeatmapSetRequest(beatmapId, BeatmapSetLookupType.BeatmapId);
req.Success += res =>
{
beatmapSet.Value = res.ToBeatmapSet(rulesets);
Header.Picker.Beatmap.Value = Header.BeatmapSet.Value.Beatmaps.First(b => b.OnlineBeatmapID == beatmapId);
};
API.Queue(req);
Show();
}
public void FetchAndShowBeatmapSet(int beatmapSetId)
{
beatmapSet.Value = null;
var req = new GetBeatmapSetRequest(beatmapSetId);
req.Success += res => beatmapSet.Value = res.ToBeatmapSet(rulesets);
API.Queue(req);
Show();
}
/// <summary>
/// Show an already fully-populated beatmap set.
/// </summary>
/// <param name="set">The set to show.</param>
public void ShowBeatmapSet(BeatmapSetInfo set)
{
beatmapSet.Value = set;
Show();
}
}
}