mirror of https://github.com/ppy/osu
174 lines
6.0 KiB
C#
174 lines
6.0 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.Graphics;
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using osu.Framework.Graphics.Containers;
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using osuTK;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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{
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/// <summary>
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/// A grid of players playing the multiplayer match.
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/// </summary>
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public partial class PlayerGrid : CompositeDrawable
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{
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/// <summary>
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/// A temporary limitation on the number of players, because only layouts up to 16 players are supported for a single screen.
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/// Todo: Can be removed in the future with scrolling support + performance improvements.
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/// </summary>
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public const int MAX_PLAYERS = 16;
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private const float player_spacing = 5;
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/// <summary>
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/// The currently-maximised facade.
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/// </summary>
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public Drawable MaximisedFacade => maximisedFacade;
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private readonly Facade maximisedFacade;
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private readonly Container paddingContainer;
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private readonly FillFlowContainer<Facade> facadeContainer;
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private readonly Container<Cell> cellContainer;
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public PlayerGrid()
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{
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InternalChildren = new Drawable[]
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{
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paddingContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding(player_spacing),
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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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RelativeSizeAxes = Axes.Both,
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Child = facadeContainer = new FillFlowContainer<Facade>
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Spacing = new Vector2(player_spacing),
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}
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},
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maximisedFacade = new Facade { RelativeSizeAxes = Axes.Both }
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}
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},
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cellContainer = new Container<Cell> { RelativeSizeAxes = Axes.Both }
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};
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}
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/// <summary>
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/// Adds a new cell with content to this grid.
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/// </summary>
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/// <param name="content">The content the cell should contain.</param>
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/// <exception cref="InvalidOperationException">If more than <see cref="MAX_PLAYERS"/> cells are added.</exception>
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public void Add(Drawable content)
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{
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if (cellContainer.Count == MAX_PLAYERS)
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throw new InvalidOperationException($"Only {MAX_PLAYERS} cells are supported.");
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int index = cellContainer.Count;
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var facade = new Facade();
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facadeContainer.Add(facade);
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var cell = new Cell(index, content) { ToggleMaximisationState = toggleMaximisationState };
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cell.SetFacade(facade);
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cellContainer.Add(cell);
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}
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/// <summary>
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/// The content added to this grid.
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/// </summary>
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public IEnumerable<Drawable> Content => cellContainer.OrderBy(c => c.FacadeIndex).Select(c => c.Content);
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// A depth value that gets decremented every time a new instance is maximised in order to reduce underlaps.
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private float maximisedInstanceDepth;
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private void toggleMaximisationState(Cell target)
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{
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// Iterate through all cells to ensure only one is maximised at any time.
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foreach (var i in cellContainer.ToList())
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{
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if (i == target)
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i.IsMaximised = !i.IsMaximised;
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else
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i.IsMaximised = false;
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if (i.IsMaximised)
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{
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// Transfer cell to the maximised facade.
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i.SetFacade(maximisedFacade);
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cellContainer.ChangeChildDepth(i, maximisedInstanceDepth -= 0.001f);
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}
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else
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{
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// Transfer cell back to its original facade.
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i.SetFacade(facadeContainer[i.FacadeIndex]);
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}
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}
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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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// Different layouts are used for varying cell counts in order to maximise dimensions.
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Vector2 cellsPerDimension;
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switch (facadeContainer.Count)
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{
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case 1:
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cellsPerDimension = Vector2.One;
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break;
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case 2:
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cellsPerDimension = new Vector2(2, 1);
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break;
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case 3:
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case 4:
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cellsPerDimension = new Vector2(2);
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break;
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case 5:
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case 6:
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cellsPerDimension = new Vector2(3, 2);
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break;
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case 7:
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case 8:
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case 9:
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// 3 rows / 3 cols.
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cellsPerDimension = new Vector2(3);
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break;
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case 10:
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case 11:
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case 12:
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// 3 rows / 4 cols.
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cellsPerDimension = new Vector2(4, 3);
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break;
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default:
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// 4 rows / 4 cols.
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cellsPerDimension = new Vector2(4);
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break;
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}
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// Total inter-cell spacing.
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Vector2 totalCellSpacing = player_spacing * (cellsPerDimension - Vector2.One);
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Vector2 fullSize = paddingContainer.ChildSize - totalCellSpacing;
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Vector2 cellSize = Vector2.Divide(fullSize, new Vector2(cellsPerDimension.X, cellsPerDimension.Y));
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foreach (var cell in facadeContainer)
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cell.Size = cellSize;
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}
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}
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}
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