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osu-lazer/osu.Game/Overlays/Mods/ModSelectScreen.cs
2022-05-03 21:45:39 +02:00

482 lines
18 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.Layout;
using osu.Framework.Utils;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Mods;
using osuTK;
using osuTK.Input;
namespace osu.Game.Overlays.Mods
{
public abstract class ModSelectScreen : ShearedOverlayContainer
{
protected override OverlayColourScheme ColourScheme => OverlayColourScheme.Green;
[Cached]
public Bindable<IReadOnlyList<Mod>> SelectedMods { get; private set; } = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
private Func<Mod, bool> isValidMod = m => true;
public Func<Mod, bool> IsValidMod
{
get => isValidMod;
set
{
isValidMod = value ?? throw new ArgumentNullException(nameof(value));
if (IsLoaded)
updateAvailableMods();
}
}
/// <summary>
/// Whether configurable <see cref="Mod"/>s can be configured by the local user.
/// </summary>
protected virtual bool AllowCustomisation => true;
/// <summary>
/// Whether the total score multiplier calculated from the current selected set of mods should be shown.
/// </summary>
protected virtual bool ShowTotalMultiplier => true;
protected virtual ModColumn CreateModColumn(ModType modType, Key[]? toggleKeys = null) => new ModColumn(modType, false, toggleKeys);
private readonly BindableBool customisationVisible = new BindableBool();
private DifficultyMultiplierDisplay? multiplierDisplay;
private ModSettingsArea modSettingsArea = null!;
private ColumnScrollContainer columnScroll = null!;
private ColumnFlowContainer columnFlow = null!;
[BackgroundDependencyLoader]
private void load()
{
Header.Title = "Mod Select";
Header.Description = "Mods provide different ways to enjoy gameplay. Some have an effect on the score you can achieve during ranked play. Others are just for fun.";
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,
},
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
{
Direction = FillDirection.Horizontal,
Shear = new Vector2(SHEAR, 0),
RelativeSizeAxes = Axes.Y,
AutoSizeAxes = Axes.X,
Spacing = new Vector2(10, 0),
Margin = new MarginPadding { Horizontal = 70 },
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
},
});
}
if (AllowCustomisation)
{
Footer.Add(new ShearedToggleButton(200)
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
Margin = new MarginPadding { Vertical = PADDING, Left = 70 },
Text = "Mod Customisation",
Active = { BindTarget = customisationVisible }
});
}
}
private ColumnDimContainer createModColumnContent(ModType modType, Key[]? toggleKeys = null)
=> new ColumnDimContainer(CreateModColumn(modType, toggleKeys))
{
AutoSizeAxes = Axes.X,
RelativeSizeAxes = Axes.Y,
RequestScroll = column => columnScroll.ScrollIntoView(column, extraScroll: 140)
};
protected override void LoadComplete()
{
base.LoadComplete();
((IBindable<IReadOnlyList<Mod>>)modSettingsArea.SelectedMods).BindTo(SelectedMods);
SelectedMods.BindValueChanged(val =>
{
updateMultiplier();
updateCustomisation(val);
updateSelectionFromBindable();
}, true);
foreach (var column in columnFlow.Columns)
{
column.SelectedMods.BindValueChanged(updateBindableFromSelection);
}
customisationVisible.BindValueChanged(_ => updateCustomisationVisualState(), true);
updateAvailableMods();
}
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 updateAvailableMods()
{
foreach (var column in columnFlow.Columns)
column.Filter = isValidMod;
}
private void updateCustomisation(ValueChangedEvent<IReadOnlyList<Mod>> valueChangedEvent)
{
if (!AllowCustomisation)
return;
bool anyCustomisableMod = false;
bool anyModWithRequiredCustomisationAdded = false;
foreach (var mod in SelectedMods.Value)
{
anyCustomisableMod |= mod.GetSettingsSourceProperties().Any();
anyModWithRequiredCustomisationAdded |= !valueChangedEvent.OldValue.Contains(mod) && 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);
float modAreaHeight = customisationVisible.Value ? ModSettingsArea.HEIGHT : 0;
modSettingsArea.ResizeHeightTo(modAreaHeight, transition_duration, Easing.InOutCubic);
TopLevelContent.MoveToY(-modAreaHeight, transition_duration, Easing.InOutCubic);
}
private void updateSelectionFromBindable()
{
// note that selectionBindableSyncInProgress is purposefully not checked here.
// this is because in the case of mod selection in solo gameplay, a user selection of a mod can actually lead to deselection of other incompatible mods.
// to synchronise state correctly, updateBindableFromSelection() computes the final mods (including incompatibility rules) and updates SelectedMods,
// and this method then runs unconditionally again to make sure the new visual selection accurately reflects the final set of selected mods.
// selectionBindableSyncInProgress ensures that mutual infinite recursion does not happen after that unconditional call.
foreach (var column in columnFlow.Columns)
column.SelectedMods.Value = SelectedMods.Value.Where(mod => mod.Type == column.ModType).ToArray();
}
private bool selectionBindableSyncInProgress;
private void updateBindableFromSelection(ValueChangedEvent<IReadOnlyList<Mod>> modSelectionChange)
{
if (selectionBindableSyncInProgress)
return;
selectionBindableSyncInProgress = true;
SelectedMods.Value = ComputeNewModsFromSelection(
modSelectionChange.NewValue.Except(modSelectionChange.OldValue),
modSelectionChange.OldValue.Except(modSelectionChange.NewValue));
selectionBindableSyncInProgress = false;
}
protected virtual IReadOnlyList<Mod> ComputeNewModsFromSelection(IEnumerable<Mod> addedMods, IEnumerable<Mod> removedMods)
=> columnFlow.Columns.SelectMany(column => column.SelectedMods.Value).ToArray();
protected override void PopIn()
{
const double fade_in_duration = 400;
base.PopIn();
multiplierDisplay?
.Delay(fade_in_duration * 0.65f)
.FadeIn(fade_in_duration / 2, Easing.OutQuint)
.ScaleTo(1, fade_in_duration, Easing.OutElastic);
for (int i = 0; i < columnFlow.Count; i++)
{
columnFlow[i].Column
.TopLevelContent
.Delay(i * 30)
.MoveToY(0, fade_in_duration, Easing.OutQuint)
.FadeIn(fade_in_duration, Easing.OutQuint);
}
}
protected override void PopOut()
{
const double fade_out_duration = 500;
base.PopOut();
multiplierDisplay?
.FadeOut(fade_out_duration / 2, Easing.OutQuint)
.ScaleTo(0.75f, fade_out_duration, Easing.OutQuint);
for (int i = 0; i < columnFlow.Count; i++)
{
const float distance = 700;
var column = columnFlow[i].Column;
column.FlushAnimation();
column.TopLevelContent
.MoveToY(i % 2 == 0 ? -distance : distance, fade_out_duration, Easing.OutQuint)
.FadeOut(fade_out_duration, Easing.OutQuint);
}
}
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;
}
}
}
internal class ColumnFlowContainer : FillFlowContainer<ColumnDimContainer>
{
public IEnumerable<ModColumn> Columns => Children.Select(dimWrapper => dimWrapper.Column);
private readonly LayoutValue drawSizeLayout = new LayoutValue(Invalidation.DrawSize);
public ColumnFlowContainer()
{
AddLayout(drawSizeLayout);
}
public override void Add(ColumnDimContainer dimContainer)
{
base.Add(dimContainer);
Debug.Assert(dimContainer != null);
dimContainer.Column.Shear = Vector2.Zero;
}
protected override void Update()
{
base.Update();
if (!drawSizeLayout.IsValid)
{
Padding = new MarginPadding
{
Left = DrawHeight * SHEAR,
Bottom = 10
};
drawSizeLayout.Validate();
}
}
}
internal class ColumnDimContainer : Container
{
public ModColumn Column { get; }
public readonly Bindable<bool> Active = new BindableBool();
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(_ => updateDim(), true);
FinishTransforms();
}
private void updateDim()
{
Colour4 targetColour;
if (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);
updateDim();
return Active.Value;
}
protected override void OnHoverLost(HoverLostEvent e)
{
base.OnHoverLost(e);
updateDim();
}
}
private class ClickToReturnContainer : Container
{
public BindableBool HandleMouse { get; } = new BindableBool();
public Action? OnClicked { get; set; }
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);
}
}
}
}