osu/osu.Game/Screens/Play/HUD/SoloGameplayLeaderboard.cs

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

74 lines
2.4 KiB
C#
Raw Normal View History

// 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.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Users;
namespace osu.Game.Screens.Play.HUD
{
public class SoloGameplayLeaderboard : GameplayLeaderboard
{
private readonly IUser trackingUser;
public readonly IBindableList<ScoreInfo> Scores = new BindableList<ScoreInfo>();
// hold references to ensure bindables are updated.
private readonly List<Bindable<long>> scoreBindables = new List<Bindable<long>>();
[Resolved]
private ScoreProcessor scoreProcessor { get; set; } = null!;
[Resolved]
private ScoreManager scoreManager { get; set; } = null!;
public SoloGameplayLeaderboard(IUser trackingUser)
{
this.trackingUser = trackingUser;
}
protected override void LoadComplete()
{
base.LoadComplete();
Scores.BindCollectionChanged((_, _) => Scheduler.AddOnce(showScores), true);
}
private void showScores()
{
Clear();
scoreBindables.Clear();
if (!Scores.Any())
return;
foreach (var s in Scores)
{
var score = Add(s.User, false);
var bindableTotal = scoreManager.GetBindableTotalScore(s);
// Direct binding not possible due to differing types (see https://github.com/ppy/osu/issues/20298).
bindableTotal.BindValueChanged(total => score.TotalScore.Value = total.NewValue, true);
scoreBindables.Add(bindableTotal);
score.Accuracy.Value = s.Accuracy;
score.Combo.Value = s.MaxCombo;
score.DisplayOrder.Value = s.OnlineID > 0 ? s.OnlineID : s.Date.ToUnixTimeSeconds();
}
ILeaderboardScore local = Add(trackingUser, true);
local.TotalScore.BindTarget = scoreProcessor.TotalScore;
local.Accuracy.BindTarget = scoreProcessor.Accuracy;
local.Combo.BindTarget = scoreProcessor.Combo;
// Local score should always show lower than any existing scores in cases of ties.
local.DisplayOrder.Value = long.MaxValue;
}
}
}