mirror of https://github.com/ppy/osu
245 lines
10 KiB
C#
245 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;
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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.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Localisation;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Drawables;
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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.Overlays;
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using osu.Game.Rulesets;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Select.Carousel
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{
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public class DrawableCarouselBeatmapSet : DrawableCarouselItem, IHasContextMenu
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{
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private Action<BeatmapSetInfo> restoreHiddenRequested;
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private Action<int> viewDetails;
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private DialogOverlay dialogOverlay;
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private readonly BeatmapSetInfo beatmapSet;
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public DrawableCarouselBeatmapSet(CarouselBeatmapSet set)
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: base(set)
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{
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beatmapSet = set.BeatmapSet;
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}
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[BackgroundDependencyLoader(true)]
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private void load(BeatmapManager manager, BeatmapSetOverlay beatmapOverlay, DialogOverlay overlay)
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{
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restoreHiddenRequested = s => s.Beatmaps.ForEach(manager.Restore);
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dialogOverlay = overlay;
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if (beatmapOverlay != null)
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viewDetails = beatmapOverlay.FetchAndShowBeatmapSet;
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Children = new Drawable[]
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{
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new DelayedLoadUnloadWrapper(() =>
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{
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var background = new PanelBackground(manager.GetWorkingBeatmap(beatmapSet.Beatmaps.FirstOrDefault()))
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{
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RelativeSizeAxes = Axes.Both,
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};
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background.OnLoadComplete += d => d.FadeInFromZero(1000, Easing.OutQuint);
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return background;
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}, 300, 5000
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),
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new FillFlowContainer
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{
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Direction = FillDirection.Vertical,
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Padding = new MarginPadding { Top = 5, Left = 18, Right = 10, Bottom = 10 },
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AutoSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new OsuSpriteText
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{
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Text = new LocalisedString((beatmapSet.Metadata.TitleUnicode, beatmapSet.Metadata.Title)),
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Font = OsuFont.GetFont(weight: FontWeight.Bold, size: 22, italics: true),
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Shadow = true,
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},
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new OsuSpriteText
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{
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Text = new LocalisedString((beatmapSet.Metadata.ArtistUnicode, beatmapSet.Metadata.Artist)),
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Font = OsuFont.GetFont(weight: FontWeight.SemiBold, size: 17, italics: true),
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Shadow = true,
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},
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new FillFlowContainer
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{
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Direction = FillDirection.Horizontal,
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AutoSizeAxes = Axes.Both,
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Margin = new MarginPadding { Top = 5 },
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Children = new Drawable[]
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{
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new BeatmapSetOnlineStatusPill
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{
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Origin = Anchor.CentreLeft,
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Anchor = Anchor.CentreLeft,
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Margin = new MarginPadding { Right = 5 },
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TextSize = 11,
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TextPadding = new MarginPadding { Horizontal = 8, Vertical = 2 },
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Status = beatmapSet.Status
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},
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new FillFlowContainer<DifficultyIcon>
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{
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AutoSizeAxes = Axes.Both,
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Spacing = new Vector2(3),
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ChildrenEnumerable = getDifficultyIcons(),
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},
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}
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}
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}
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}
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};
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}
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private const int maximum_difficulty_icons = 18;
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private IEnumerable<DifficultyIcon> getDifficultyIcons()
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{
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var beatmaps = ((CarouselBeatmapSet)Item).Beatmaps.ToList();
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return beatmaps.Count > maximum_difficulty_icons
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? (IEnumerable<DifficultyIcon>)beatmaps.GroupBy(b => b.Beatmap.Ruleset).Select(group => new FilterableGroupedDifficultyIcon(group.ToList(), group.Key))
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: beatmaps.Select(b => new FilterableDifficultyIcon(b));
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}
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public MenuItem[] ContextMenuItems
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{
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get
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{
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List<MenuItem> items = new List<MenuItem>();
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if (Item.State.Value == CarouselItemState.NotSelected)
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items.Add(new OsuMenuItem("Expand", MenuItemType.Highlighted, () => Item.State.Value = CarouselItemState.Selected));
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if (beatmapSet.OnlineBeatmapSetID != null)
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items.Add(new OsuMenuItem("Details...", MenuItemType.Standard, () => viewDetails?.Invoke(beatmapSet.OnlineBeatmapSetID.Value)));
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if (beatmapSet.Beatmaps.Any(b => b.Hidden))
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items.Add(new OsuMenuItem("Restore all hidden", MenuItemType.Standard, () => restoreHiddenRequested?.Invoke(beatmapSet)));
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items.Add(new OsuMenuItem("Delete", MenuItemType.Destructive, () => dialogOverlay?.Push(new BeatmapDeleteDialog(beatmapSet))));
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return items.ToArray();
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}
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}
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private class PanelBackground : BufferedContainer
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{
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public PanelBackground(WorkingBeatmap working)
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{
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CacheDrawnFrameBuffer = true;
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RedrawOnScale = false;
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Children = new Drawable[]
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{
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new BeatmapBackgroundSprite(working)
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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FillMode = FillMode.Fill,
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},
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// Todo: This should be a fill flow, but has invalidation issues (see https://github.com/ppy/osu-framework/issues/223)
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new Container
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{
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Depth = -1,
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RelativeSizeAxes = Axes.Both,
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// This makes the gradient not be perfectly horizontal, but diagonal at a ~40° angle
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Shear = new Vector2(0.8f, 0),
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Alpha = 0.5f,
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Children = new[]
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{
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// The left half with no gradient applied
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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RelativePositionAxes = Axes.Both,
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Colour = Color4.Black,
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Width = 0.4f,
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},
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// Piecewise-linear gradient with 3 segments to make it appear smoother
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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RelativePositionAxes = Axes.Both,
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Colour = ColourInfo.GradientHorizontal(Color4.Black, new Color4(0f, 0f, 0f, 0.9f)),
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Width = 0.05f,
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X = 0.4f,
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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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RelativePositionAxes = Axes.Both,
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Colour = ColourInfo.GradientHorizontal(new Color4(0f, 0f, 0f, 0.9f), new Color4(0f, 0f, 0f, 0.1f)),
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Width = 0.2f,
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X = 0.45f,
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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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RelativePositionAxes = Axes.Both,
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Colour = ColourInfo.GradientHorizontal(new Color4(0f, 0f, 0f, 0.1f), new Color4(0, 0, 0, 0)),
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Width = 0.05f,
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X = 0.65f,
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},
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}
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},
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};
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}
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}
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public class FilterableDifficultyIcon : DifficultyIcon
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{
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private readonly BindableBool filtered = new BindableBool();
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public FilterableDifficultyIcon(CarouselBeatmap item)
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: base(item.Beatmap)
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{
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filtered.BindTo(item.Filtered);
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filtered.ValueChanged += isFiltered => Schedule(() => this.FadeTo(isFiltered.NewValue ? 0.1f : 1, 100));
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filtered.TriggerChange();
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}
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}
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public class FilterableGroupedDifficultyIcon : GroupedDifficultyIcon
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{
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private readonly List<CarouselBeatmap> items;
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public FilterableGroupedDifficultyIcon(List<CarouselBeatmap> items, RulesetInfo ruleset)
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: base(items.Select(i => i.Beatmap).ToList(), ruleset, Color4.White)
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{
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this.items = items;
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foreach (var item in items)
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item.Filtered.BindValueChanged(_ => Scheduler.AddOnce(updateFilteredDisplay));
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updateFilteredDisplay();
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}
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private void updateFilteredDisplay()
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{
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// for now, fade the whole group based on the ratio of hidden items.
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this.FadeTo(1 - 0.9f * ((float)items.Count(i => i.Filtered.Value) / items.Count), 100);
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}
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}
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}
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}
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