mirror of
https://github.com/ppy/osu
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47bd97363e
- Also set the ruleset when fetching scores in BeatmapSetOverlay
158 lines
5.0 KiB
C#
158 lines
5.0 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Framework.Extensions.Color4Extensions;
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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.Input;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests;
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using osu.Game.Overlays.BeatmapSet;
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using osu.Game.Rulesets;
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using osu.Game.Overlays.BeatmapSet.Scores;
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namespace osu.Game.Overlays
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{
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public class BeatmapSetOverlay : WaveOverlayContainer
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{
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public const float X_PADDING = 40;
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public const float RIGHT_WIDTH = 275;
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private readonly Header header;
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private readonly Info info;
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private readonly ScoresContainer scores;
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private APIAccess api;
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private RulesetStore rulesets;
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private GetScoresRequest getScoresRequest;
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private readonly ScrollContainer scroll;
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// receive input outside our bounds so we can trigger a close event on ourselves.
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public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => true;
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public BeatmapSetOverlay()
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{
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FirstWaveColour = OsuColour.Gray(0.4f);
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SecondWaveColour = OsuColour.Gray(0.3f);
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ThirdWaveColour = OsuColour.Gray(0.2f);
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FourthWaveColour = OsuColour.Gray(0.1f);
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Anchor = Anchor.TopCentre;
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Origin = Anchor.TopCentre;
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RelativeSizeAxes = Axes.Both;
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Width = 0.85f;
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Masking = true;
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EdgeEffect = new EdgeEffectParameters
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{
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Colour = Color4.Black.Opacity(0),
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Type = EdgeEffectType.Shadow,
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Radius = 3,
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Offset = new Vector2(0f, 1f),
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};
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.Gray(0.2f)
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},
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scroll = new ScrollContainer
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{
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RelativeSizeAxes = Axes.Both,
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ScrollbarVisible = false,
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Child = new ReverseChildIDFillFlowContainer<Drawable>
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Direction = FillDirection.Vertical,
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Children = new Drawable[]
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{
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header = new Header(),
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info = new Info(),
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scores = new ScoresContainer(),
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},
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},
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},
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};
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header.Picker.Beatmap.ValueChanged += b =>
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{
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info.Beatmap = b;
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updateScores(b);
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};
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}
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private void updateScores(BeatmapInfo beatmap)
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{
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getScoresRequest?.Cancel();
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if (!beatmap.OnlineBeatmapID.HasValue)
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{
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scores.CleanAllScores();
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return;
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}
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scores.IsLoading = true;
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getScoresRequest = new GetScoresRequest(beatmap, beatmap.Ruleset);
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getScoresRequest.Success += r =>
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{
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scores.Scores = r.Scores;
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scores.IsLoading = false;
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};
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api.Queue(getScoresRequest);
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}
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[BackgroundDependencyLoader]
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private void load(APIAccess api, RulesetStore rulesets)
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{
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this.api = api;
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this.rulesets = rulesets;
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}
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protected override void PopIn()
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{
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base.PopIn();
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FadeEdgeEffectTo(0.25f, APPEAR_DURATION, Easing.In);
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}
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protected override void PopOut()
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{
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base.PopOut();
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header.Details.StopPreview();
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FadeEdgeEffectTo(0, DISAPPEAR_DURATION, Easing.Out);
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}
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protected override bool OnClick(InputState state)
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{
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State = Visibility.Hidden;
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return true;
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}
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public void ShowBeatmapSet(int beatmapSetId)
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{
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// todo: display the overlay while we are loading here. we need to support setting BeatmapSet to null for this to work.
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var req = new GetBeatmapSetRequest(beatmapSetId);
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req.Success += res => ShowBeatmapSet(res.ToBeatmapSet(rulesets));
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api.Queue(req);
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}
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public void ShowBeatmapSet(BeatmapSetInfo set)
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{
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header.BeatmapSet = info.BeatmapSet = set;
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Show();
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scroll.ScrollTo(0);
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}
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}
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}
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