mirror of
https://github.com/ppy/osu
synced 2024-12-29 02:12:43 +00:00
105 lines
3.6 KiB
C#
105 lines
3.6 KiB
C#
// 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.Graphics.Containers;
|
|
using osu.Framework.Timing;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.UI;
|
|
using osu.Game.Skinning;
|
|
|
|
namespace osu.Game.Screens.Play.HUD
|
|
{
|
|
public abstract partial class SongProgress : OverlayContainer, ISkinnableDrawable
|
|
{
|
|
// Some implementations of this element allow seeking during gameplay playback.
|
|
// Set a sane default of never handling input to override the behaviour provided by OverlayContainer.
|
|
public override bool HandleNonPositionalInput => false;
|
|
public override bool HandlePositionalInput => false;
|
|
protected override bool BlockScrollInput => false;
|
|
|
|
public bool UsesFixedAnchor { get; set; }
|
|
|
|
[Resolved]
|
|
protected IGameplayClock GameplayClock { get; private set; } = null!;
|
|
|
|
[Resolved(canBeNull: true)]
|
|
private DrawableRuleset? drawableRuleset { get; set; }
|
|
|
|
private IClock? referenceClock;
|
|
private IEnumerable<HitObject>? objects;
|
|
|
|
public IEnumerable<HitObject> Objects
|
|
{
|
|
set
|
|
{
|
|
objects = value;
|
|
FirstHitTime = objects.FirstOrDefault()?.StartTime ?? 0;
|
|
//TODO: this isn't always correct (consider mania where a non-last object may last for longer than the last in the list).
|
|
LastHitTime = objects.LastOrDefault()?.GetEndTime() ?? 0;
|
|
UpdateObjects(objects);
|
|
}
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
|
|
Show();
|
|
}
|
|
|
|
protected double FirstHitTime { get; private set; }
|
|
|
|
protected double LastHitTime { get; private set; }
|
|
|
|
protected abstract void UpdateProgress(double progress, bool isIntro);
|
|
protected virtual void UpdateObjects(IEnumerable<HitObject> objects) { }
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load()
|
|
{
|
|
if (drawableRuleset != null)
|
|
{
|
|
Objects = drawableRuleset.Objects;
|
|
referenceClock = drawableRuleset.FrameStableClock;
|
|
}
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
if (objects == null)
|
|
return;
|
|
|
|
// The reference clock is used to accurately tell the playfield's time. This is obtained from the drawable ruleset.
|
|
// However, if no drawable ruleset is available (i.e. used in tests), we fall back to the gameplay clock.
|
|
double currentTime = referenceClock?.CurrentTime ?? GameplayClock.CurrentTime;
|
|
|
|
bool isInIntro = currentTime < FirstHitTime;
|
|
|
|
if (isInIntro)
|
|
{
|
|
double introStartTime = GameplayClock.StartTime;
|
|
|
|
double introOffsetCurrent = currentTime - introStartTime;
|
|
double introDuration = FirstHitTime - introStartTime;
|
|
|
|
UpdateProgress(introOffsetCurrent / introDuration, true);
|
|
}
|
|
else
|
|
{
|
|
double objectOffsetCurrent = currentTime - FirstHitTime;
|
|
|
|
double objectDuration = LastHitTime - FirstHitTime;
|
|
if (objectDuration == 0)
|
|
UpdateProgress(0, false);
|
|
else
|
|
UpdateProgress(objectOffsetCurrent / objectDuration, false);
|
|
}
|
|
}
|
|
}
|
|
}
|