osu/osu.Game/Screens/Edit/Setup/DifficultySection.cs

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

104 lines
4.2 KiB
C#
Raw Normal View History

2020-10-06 06:51:40 +00:00
// 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.
2022-06-17 07:37:17 +00:00
#nullable disable
2020-10-06 08:01:50 +00:00
using System.Linq;
2020-10-06 06:51:40 +00:00
using osu.Framework.Allocation;
2020-10-06 08:01:50 +00:00
using osu.Framework.Bindables;
2020-10-06 06:51:40 +00:00
using osu.Framework.Graphics;
using osu.Framework.Localisation;
2020-10-06 08:01:50 +00:00
using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterfaceV2;
using osu.Game.Resources.Localisation.Web;
using osu.Game.Localisation;
2020-10-06 06:51:40 +00:00
namespace osu.Game.Screens.Edit.Setup
{
internal class DifficultySection : SetupSection
{
2020-10-06 08:01:50 +00:00
private LabelledSliderBar<float> circleSizeSlider;
private LabelledSliderBar<float> healthDrainSlider;
private LabelledSliderBar<float> approachRateSlider;
private LabelledSliderBar<float> overallDifficultySlider;
public override LocalisableString Title => EditorSetupStrings.DifficultyHeader;
2020-10-06 06:51:40 +00:00
[BackgroundDependencyLoader]
private void load()
{
2020-10-06 10:34:21 +00:00
Children = new Drawable[]
2020-10-06 06:51:40 +00:00
{
2020-10-06 08:01:50 +00:00
circleSizeSlider = new LabelledSliderBar<float>
{
Label = BeatmapsetsStrings.ShowStatsCs,
FixedLabelWidth = LABEL_WIDTH,
Description = EditorSetupStrings.CircleSizeDescription,
Current = new BindableFloat(Beatmap.Difficulty.CircleSize)
2020-10-06 08:01:50 +00:00
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
2020-12-02 00:11:24 +00:00
MinValue = 0,
MaxValue = 10,
Precision = 0.1f,
2020-10-06 08:01:50 +00:00
}
},
healthDrainSlider = new LabelledSliderBar<float>
{
Label = BeatmapsetsStrings.ShowStatsDrain,
FixedLabelWidth = LABEL_WIDTH,
Description = EditorSetupStrings.DrainRateDescription,
Current = new BindableFloat(Beatmap.Difficulty.DrainRate)
2020-10-06 08:01:50 +00:00
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
MaxValue = 10,
Precision = 0.1f,
2020-10-06 08:01:50 +00:00
}
},
approachRateSlider = new LabelledSliderBar<float>
{
Label = BeatmapsetsStrings.ShowStatsAr,
FixedLabelWidth = LABEL_WIDTH,
Description = EditorSetupStrings.ApproachRateDescription,
Current = new BindableFloat(Beatmap.Difficulty.ApproachRate)
2020-10-06 08:01:50 +00:00
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
MaxValue = 10,
Precision = 0.1f,
2020-10-06 08:01:50 +00:00
}
},
overallDifficultySlider = new LabelledSliderBar<float>
{
Label = BeatmapsetsStrings.ShowStatsAccuracy,
FixedLabelWidth = LABEL_WIDTH,
Description = EditorSetupStrings.OverallDifficultyDescription,
Current = new BindableFloat(Beatmap.Difficulty.OverallDifficulty)
2020-10-06 08:01:50 +00:00
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
MaxValue = 10,
Precision = 0.1f,
2020-10-06 08:01:50 +00:00
}
},
2020-10-06 06:51:40 +00:00
};
2020-10-06 08:01:50 +00:00
2020-10-06 10:34:21 +00:00
foreach (var item in Children.OfType<LabelledSliderBar<float>>())
2020-10-06 08:01:50 +00:00
item.Current.ValueChanged += onValueChanged;
}
private void onValueChanged(ValueChangedEvent<float> args)
{
// for now, update these on commit rather than making BeatmapMetadata bindables.
// after switching database engines we can reconsider if switching to bindables is a good direction.
Beatmap.Difficulty.CircleSize = circleSizeSlider.Current.Value;
Beatmap.Difficulty.DrainRate = healthDrainSlider.Current.Value;
Beatmap.Difficulty.ApproachRate = approachRateSlider.Current.Value;
Beatmap.Difficulty.OverallDifficulty = overallDifficultySlider.Current.Value;
Beatmap.UpdateAllHitObjects();
Beatmap.SaveState();
2020-10-06 06:51:40 +00:00
}
}
}