mirror of https://github.com/ppy/osu
172 lines
5.2 KiB
C#
172 lines
5.2 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 osuTK;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using System;
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using System.Collections.Generic;
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using osu.Game.Graphics;
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using osu.Framework.Allocation;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Timing;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Screens.Play
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{
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public class SongProgress : OverlayContainer
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{
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private const int bottom_bar_height = 5;
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private static readonly Vector2 handle_size = new Vector2(10, 18);
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private const float transition_duration = 200;
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private readonly SongProgressBar bar;
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private readonly SongProgressGraph graph;
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private readonly SongProgressInfo info;
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public Action<double> RequestSeek;
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public override bool HandleNonPositionalInput => AllowSeeking;
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public override bool HandlePositionalInput => AllowSeeking;
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//TODO: this isn't always correct (consider mania where a non-last object may last for longer than the last in the list).
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private double lastHitTime => objects.Last().GetEndTime() + 1;
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private double firstHitTime => objects.First().StartTime;
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private IEnumerable<HitObject> objects;
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public IEnumerable<HitObject> Objects
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{
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set
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{
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graph.Objects = objects = value;
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info.StartTime = firstHitTime;
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info.EndTime = lastHitTime;
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bar.StartTime = firstHitTime;
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bar.EndTime = lastHitTime;
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}
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}
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private readonly BindableBool replayLoaded = new BindableBool();
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public IClock ReferenceClock;
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private IClock gameplayClock;
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[BackgroundDependencyLoader(true)]
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private void load(OsuColour colours, GameplayClock clock)
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{
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if (clock != null)
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gameplayClock = clock;
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graph.FillColour = bar.FillColour = colours.BlueLighter;
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}
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public SongProgress()
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{
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const float graph_height = SquareGraph.Column.WIDTH * 6;
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Height = bottom_bar_height + graph_height + handle_size.Y;
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Y = bottom_bar_height;
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Children = new Drawable[]
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{
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info = new SongProgressInfo
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{
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Margin = new MarginPadding { Bottom = bottom_bar_height + graph_height },
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},
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graph = new SongProgressGraph
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{
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RelativeSizeAxes = Axes.X,
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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Height = graph_height,
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Margin = new MarginPadding { Bottom = bottom_bar_height },
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},
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bar = new SongProgressBar(bottom_bar_height, graph_height, handle_size)
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{
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Alpha = 0,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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OnSeek = time => RequestSeek?.Invoke(time),
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},
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};
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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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Show();
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replayLoaded.ValueChanged += loaded => AllowSeeking = loaded.NewValue;
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replayLoaded.TriggerChange();
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}
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public void BindDrawableRuleset(DrawableRuleset drawableRuleset)
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{
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replayLoaded.BindTo(drawableRuleset.HasReplayLoaded);
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}
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private bool allowSeeking;
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public bool AllowSeeking
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{
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get => allowSeeking;
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set
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{
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if (allowSeeking == value) return;
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allowSeeking = value;
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updateBarVisibility();
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}
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}
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private void updateBarVisibility()
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{
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bar.FadeTo(allowSeeking ? 1 : 0, transition_duration, Easing.In);
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this.MoveTo(new Vector2(0, allowSeeking ? 0 : bottom_bar_height), transition_duration, Easing.In);
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info.Margin = new MarginPadding { Bottom = Height - (allowSeeking ? 0 : handle_size.Y) };
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}
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protected override void PopIn()
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{
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updateBarVisibility();
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this.FadeIn(500, Easing.OutQuint);
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}
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protected override void PopOut()
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{
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this.FadeOut(100);
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}
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protected override void Update()
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{
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base.Update();
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if (objects == null)
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return;
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double gameplayTime = gameplayClock?.CurrentTime ?? Time.Current;
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double frameStableTime = ReferenceClock?.CurrentTime ?? gameplayTime;
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double progress = Math.Min(1, (frameStableTime - firstHitTime) / (lastHitTime - firstHitTime));
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bar.CurrentTime = gameplayTime;
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graph.Progress = (int)(graph.ColumnCount * progress);
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}
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}
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}
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