mirror of https://github.com/ppy/osu
290 lines
11 KiB
C#
290 lines
11 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.Globalization;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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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.Effects;
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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.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Utils;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Input.Bindings;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Overlays.Volume
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{
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public class VolumeMeter : Container, IKeyBindingHandler<GlobalAction>
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{
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private CircularProgress volumeCircle;
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private CircularProgress volumeCircleGlow;
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public BindableDouble Bindable { get; } = new BindableDouble { MinValue = 0, MaxValue = 1, Precision = 0.01 };
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private readonly float circleSize;
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private readonly Color4 meterColour;
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private readonly string name;
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private OsuSpriteText text;
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private BufferedContainer maxGlow;
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public VolumeMeter(string name, float circleSize, Color4 meterColour)
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{
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this.circleSize = circleSize;
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this.meterColour = meterColour;
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this.name = name;
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AutoSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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Color4 backgroundColour = colours.Gray1;
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CircularProgress bgProgress;
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const float progress_start_radius = 0.75f;
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const float progress_size = 0.03f;
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const float progress_end_radius = progress_start_radius + progress_size;
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const float blur_amount = 5;
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Children = new Drawable[]
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{
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new Container
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{
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Size = new Vector2(circleSize),
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Children = new Drawable[]
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{
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new BufferedContainer
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{
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Alpha = 0.9f,
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Circle
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{
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RelativeSizeAxes = Axes.Both,
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Colour = backgroundColour,
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},
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new CircularContainer
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{
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Masking = true,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(progress_end_radius),
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Children = new Drawable[]
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{
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bgProgress = new CircularProgress
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Rotation = 180,
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Colour = backgroundColour,
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},
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new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Name = "Progress under covers for smoothing",
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RelativeSizeAxes = Axes.Both,
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Rotation = 180,
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Child = volumeCircle = new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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}
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},
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}
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},
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new Circle
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{
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Name = "Inner Cover",
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Colour = backgroundColour,
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Size = new Vector2(progress_start_radius),
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},
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new Container
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{
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Name = "Progress overlay for glow",
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(progress_start_radius + progress_size / 1.5f),
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Rotation = 180,
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Padding = new MarginPadding(-Blur.KernelSize(blur_amount)),
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Child = (volumeCircleGlow = new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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InnerRadius = progress_size * 0.8f,
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}).WithEffect(new GlowEffect
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{
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Colour = meterColour,
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BlurSigma = new Vector2(blur_amount),
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Strength = 5,
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PadExtent = true
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}),
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},
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},
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},
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maxGlow = (text = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Font = OsuFont.Numeric.With(size: 0.16f * circleSize)
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}).WithEffect(new GlowEffect
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{
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Colour = Color4.Transparent,
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PadExtent = true,
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})
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}
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},
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new Container
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{
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Size = new Vector2(120, 20),
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CornerRadius = 10,
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Masking = true,
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Margin = new MarginPadding { Left = circleSize + 10 },
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Origin = Anchor.CentreLeft,
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Anchor = Anchor.CentreLeft,
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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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Alpha = 0.9f,
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RelativeSizeAxes = Axes.Both,
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Colour = backgroundColour,
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},
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new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Font = OsuFont.GetFont(weight: FontWeight.Bold),
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Text = name
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}
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}
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}
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};
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Bindable.ValueChanged += volume =>
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{
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this.TransformTo("DisplayVolume",
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volume.NewValue,
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400,
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Easing.OutQuint);
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};
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bgProgress.Current.Value = 0.75f;
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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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Bindable.TriggerChange();
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}
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private double displayVolume;
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protected double DisplayVolume
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{
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get => displayVolume;
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set
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{
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displayVolume = value;
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if (displayVolume > 0.99f)
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{
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text.Text = "MAX";
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maxGlow.EffectColour = meterColour.Opacity(2f);
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}
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else
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{
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maxGlow.EffectColour = Color4.Transparent;
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text.Text = Math.Round(displayVolume * 100).ToString(CultureInfo.CurrentCulture);
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}
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volumeCircle.Current.Value = displayVolume * 0.75f;
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volumeCircleGlow.Current.Value = displayVolume * 0.75f;
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}
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}
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public double Volume
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{
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get => Bindable.Value;
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private set => Bindable.Value = value;
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}
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private const double adjust_step = 0.05;
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public void Increase(double amount = 1, bool isPrecise = false) => adjust(amount, isPrecise);
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public void Decrease(double amount = 1, bool isPrecise = false) => adjust(-amount, isPrecise);
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// because volume precision is set to 0.01, this local is required to keep track of more precise adjustments and only apply when possible.
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private double scrollAccumulation;
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private void adjust(double delta, bool isPrecise)
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{
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scrollAccumulation += delta * adjust_step * (isPrecise ? 0.1 : 1);
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var precision = Bindable.Precision;
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while (Precision.AlmostBigger(Math.Abs(scrollAccumulation), precision))
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{
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Volume += Math.Sign(scrollAccumulation) * precision;
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scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision);
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}
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}
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protected override bool OnScroll(ScrollEvent e)
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{
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adjust(e.ScrollDelta.Y, e.IsPrecise);
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return true;
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}
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private const float transition_length = 500;
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protected override bool OnHover(HoverEvent e)
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{
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this.ScaleTo(1.04f, transition_length, Easing.OutExpo);
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return false;
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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this.ScaleTo(1f, transition_length, Easing.OutExpo);
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}
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public bool OnPressed(GlobalAction action)
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{
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if (!IsHovered)
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return false;
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switch (action)
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{
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case GlobalAction.SelectPrevious:
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adjust(1, false);
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return true;
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case GlobalAction.SelectNext:
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adjust(-1, false);
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return true;
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}
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return false;
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}
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public void OnReleased(GlobalAction action)
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{
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}
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}
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}
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