1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-06 14:27:31 +08:00
osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/Spectate/PlayerGrid.cs
2021-04-23 19:11:35 +09:00

174 lines
6.0 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;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osuTK;
namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
/// <summary>
/// A grid of players playing the multiplayer match.
/// </summary>
public partial class PlayerGrid : CompositeDrawable
{
/// <summary>
/// A temporary limitation on the number of players, because only layouts up to 16 players are supported for a single screen.
/// Todo: Can be removed in the future with scrolling support + performance improvements.
/// </summary>
public const int MAX_PLAYERS = 16;
private const float player_spacing = 5;
/// <summary>
/// The currently-maximised facade.
/// </summary>
public Drawable MaximisedFacade => maximisedFacade;
private readonly Facade maximisedFacade;
private readonly Container paddingContainer;
private readonly FillFlowContainer<Facade> facadeContainer;
private readonly Container<Cell> cellContainer;
public PlayerGrid()
{
InternalChildren = new Drawable[]
{
paddingContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding(player_spacing),
Children = new Drawable[]
{
new Container
{
RelativeSizeAxes = Axes.Both,
Child = facadeContainer = new FillFlowContainer<Facade>
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Spacing = new Vector2(player_spacing),
}
},
maximisedFacade = new Facade { RelativeSizeAxes = Axes.Both }
}
},
cellContainer = new Container<Cell> { RelativeSizeAxes = Axes.Both }
};
}
/// <summary>
/// Adds a new cell with content to this grid.
/// </summary>
/// <param name="content">The content the cell should contain.</param>
/// <exception cref="InvalidOperationException">If more than <see cref="MAX_PLAYERS"/> cells are added.</exception>
public void Add(Drawable content)
{
if (cellContainer.Count == MAX_PLAYERS)
throw new InvalidOperationException($"Only {MAX_PLAYERS} cells are supported.");
int index = cellContainer.Count;
var facade = new Facade();
facadeContainer.Add(facade);
var cell = new Cell(index, content) { ToggleMaximisationState = toggleMaximisationState };
cell.SetFacade(facade);
cellContainer.Add(cell);
}
/// <summary>
/// The content added to this grid.
/// </summary>
public IEnumerable<Drawable> Content => cellContainer.OrderBy(c => c.FacadeIndex).Select(c => c.Content);
// A depth value that gets decremented every time a new instance is maximised in order to reduce underlaps.
private float maximisedInstanceDepth;
private void toggleMaximisationState(Cell target)
{
// Iterate through all cells to ensure only one is maximised at any time.
foreach (var i in cellContainer.ToList())
{
if (i == target)
i.IsMaximised = !i.IsMaximised;
else
i.IsMaximised = false;
if (i.IsMaximised)
{
// Transfer cell to the maximised facade.
i.SetFacade(maximisedFacade);
cellContainer.ChangeChildDepth(i, maximisedInstanceDepth -= 0.001f);
}
else
{
// Transfer cell back to its original facade.
i.SetFacade(facadeContainer[i.FacadeIndex]);
}
}
}
protected override void Update()
{
base.Update();
// Different layouts are used for varying cell counts in order to maximise dimensions.
Vector2 cellsPerDimension;
switch (facadeContainer.Count)
{
case 1:
cellsPerDimension = Vector2.One;
break;
case 2:
cellsPerDimension = new Vector2(2, 1);
break;
case 3:
case 4:
cellsPerDimension = new Vector2(2);
break;
case 5:
case 6:
cellsPerDimension = new Vector2(3, 2);
break;
case 7:
case 8:
case 9:
// 3 rows / 3 cols.
cellsPerDimension = new Vector2(3);
break;
case 10:
case 11:
case 12:
// 3 rows / 4 cols.
cellsPerDimension = new Vector2(4, 3);
break;
default:
// 4 rows / 4 cols.
cellsPerDimension = new Vector2(4);
break;
}
// Total inter-cell spacing.
Vector2 totalCellSpacing = player_spacing * (cellsPerDimension - Vector2.One);
Vector2 fullSize = paddingContainer.ChildSize - totalCellSpacing;
Vector2 cellSize = Vector2.Divide(fullSize, new Vector2(cellsPerDimension.X, cellsPerDimension.Y));
foreach (var cell in facadeContainer)
cell.Size = cellSize;
}
}
}