mirror of
https://github.com/SK-la/Ez2Lazer.git
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265 lines
10 KiB
C#
265 lines
10 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.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.LocalisationExtensions;
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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.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Events;
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using osu.Framework.Localisation;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets;
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using osuTK;
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namespace osu.Game.Screens.SelectV2
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{
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public partial class PanelBeatmapSet
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{
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public partial class SpreadDisplay : OsuAnimatedButton
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{
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public Bindable<BeatmapSetInfo?> BeatmapSet { get; } = new Bindable<BeatmapSetInfo?>();
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public Bindable<HashSet<BeatmapInfo>?> VisibleBeatmaps { get; } = new Bindable<HashSet<BeatmapInfo>?>();
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public BindableBool Expanded { get; } = new BindableBool();
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protected override Colour4 DimColour => Colour4.White;
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private readonly Bindable<BeatmapSetInfo?> scopedBeatmapSet = new Bindable<BeatmapSetInfo?>();
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private readonly Bindable<bool> showConvertedBeatmaps = new Bindable<bool>();
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private const double transition_duration = 200;
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[Resolved]
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private Bindable<RulesetInfo> ruleset { get; set; } = null!;
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[Resolved]
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private OsuColour colours { get; set; } = null!;
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[Resolved]
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private RulesetStore rulesets { get; set; } = null!;
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private FillFlowContainer flow = null!;
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private SpriteIcon icon = null!;
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public SpreadDisplay()
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{
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AutoSizeAxes = Axes.X;
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Height = 14;
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Content.CornerRadius = 5;
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}
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[BackgroundDependencyLoader]
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private void load(ISongSelect? songSelect, OsuConfigManager configManager)
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{
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Add(new FillFlowContainer
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{
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AutoSizeAxes = Axes.X,
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RelativeSizeAxes = Axes.Y,
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Direction = FillDirection.Horizontal,
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Spacing = new Vector2(5),
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Padding = new MarginPadding { Horizontal = 5 },
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Children = new Drawable[]
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{
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flow = new FillFlowContainer
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{
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AutoSizeAxes = Axes.X,
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RelativeSizeAxes = Axes.Y,
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Direction = FillDirection.Horizontal,
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Spacing = new Vector2(1),
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},
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icon = new SpriteIcon
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{
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Size = new Vector2(12),
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Icon = FontAwesome.Solid.Eye,
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Alpha = 0,
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}
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}
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});
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if (songSelect != null)
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scopedBeatmapSet.BindTo(songSelect.ScopedBeatmapSet);
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configManager.BindWith(OsuSetting.ShowConvertedBeatmaps, showConvertedBeatmaps);
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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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BeatmapSet.BindValueChanged(_ => updateBeatmapSet());
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VisibleBeatmaps.BindValueChanged(_ => updateBeatmapSet());
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showConvertedBeatmaps.BindValueChanged(_ => updateBeatmapSet(), true);
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Expanded.BindValueChanged(_ => updateEnabled());
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scopedBeatmapSet.BindValueChanged(_ => updateEnabled(), true);
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Enabled.BindValueChanged(_ => updateAppearance(), true);
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FinishTransforms(true);
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}
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private void updateBeatmapSet()
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{
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if (BeatmapSet.Value == null)
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{
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this.FadeOut(transition_duration, Easing.OutQuint);
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return;
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}
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flow.Clear();
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const int max_difficulties_before_collapsing = 12;
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var beatmaps = BeatmapSet.Value.Beatmaps
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.Where(b => b.AllowGameplayWithRuleset(ruleset.Value, showConvertedBeatmaps.Value))
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.ToList();
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this.FadeTo(beatmaps.Count > 0 ? 1 : 0, transition_duration, Easing.OutQuint);
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if (beatmaps.Count == 0)
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return;
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bool showVisible = VisibleBeatmaps.Value == null || VisibleBeatmaps.Value?.Count <= max_difficulties_before_collapsing;
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bool showHidden = beatmaps.Count <= max_difficulties_before_collapsing;
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var beatmapsByRuleset = beatmaps.GroupBy(beatmap => beatmap.Ruleset.OnlineID).OrderBy(group => group.Key);
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foreach (var rulesetGrouping in beatmapsByRuleset)
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{
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int rulesetId = rulesetGrouping.Key;
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var rulesetIcon = rulesets.GetRuleset(rulesetId)?.CreateInstance().CreateIcon() ?? new SpriteIcon { Icon = FontAwesome.Regular.QuestionCircle };
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flow.Add(rulesetIcon.With(i =>
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{
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i.Size = new Vector2(14);
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i.Anchor = i.Origin = Anchor.CentreLeft;
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i.Margin = new MarginPadding { Left = flow.Count > 0 ? 9 : 0 };
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}));
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int overflowVisible = 0;
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int overflowHidden = 0;
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bool? lastBeatmapVisible = null;
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foreach (var beatmap in rulesetGrouping.OrderBy(beatmap => beatmap.StarRating))
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{
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bool visible = VisibleBeatmaps.Value?.Contains(beatmap) != false;
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if ((visible && showVisible) || (!visible && showHidden))
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{
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var circle = new Circle
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{
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Size = visible ? new Vector2(7, 12) : new Vector2(5, 10),
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Alpha = visible ? 1 : 0.5f,
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Colour = colours.ForStarDifficulty(beatmap.StarRating),
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Margin = new MarginPadding { Left = lastBeatmapVisible != null && lastBeatmapVisible != visible ? 1 : 0 }
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};
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flow.Add(circle);
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lastBeatmapVisible = visible;
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}
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else
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{
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if (visible)
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overflowVisible++;
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else
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overflowHidden++;
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}
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}
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if (overflowVisible > 0)
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{
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flow.Add(new OsuSpriteText
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Font = OsuFont.Style.Caption2,
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Text = overflowVisible.ToLocalisableString(),
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});
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}
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if (overflowHidden > 0)
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{
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flow.Add(new OsuSpriteText
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Font = OsuFont.Style.Caption2,
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Text = LocalisableString.Interpolate($@"+{overflowHidden}"),
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Alpha = 0.7f,
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});
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}
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}
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Action = () => scopedBeatmapSet.Value = BeatmapSet.Value;
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updateEnabled();
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}
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private void updateEnabled()
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{
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Enabled.Value = Expanded.Value && scopedBeatmapSet.Value == null;
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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if (!Enabled.Value)
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return false;
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base.OnMouseDown(e);
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return true;
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}
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protected override bool OnClick(ClickEvent e)
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{
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if (!Enabled.Value)
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return false;
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// this is a crude workaround with an issue with `OsuAnimatedButton` that isn't easily fixable.
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// the issue is that when wanting to turn off the hover layer upon click, `HoverColour` can be set to a transparent colour,
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// *but* this has to happen *before* `base.OnClick()`.
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// this is because `base.OnClick()` uses `FlashColour()` to flash the button on click,
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// but that `FlashColour()` call implicitly copies `hoverColour` *at the point of call* into the transform that ends the flash.
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updateAppearance(false);
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return base.OnClick(e);
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}
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protected override bool OnHover(HoverEvent e)
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{
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updateAppearance();
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if (!Enabled.Value)
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return false;
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return base.OnHover(e);
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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updateAppearance();
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if (!Enabled.Value)
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return;
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base.OnHoverLost(e);
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}
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private void updateAppearance(bool? isInteractable = null)
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{
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isInteractable ??= Enabled.Value && IsHovered;
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HoverColour = isInteractable.Value ? Colour4.White.Opacity(0.1f) : Colour4.Transparent;
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icon.FadeTo(isInteractable.Value ? 1 : 0, transition_duration, Easing.OutQuint);
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}
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}
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}
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}
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