osu/osu.Game/Graphics/UserInterface/OsuSliderBar.cs

118 lines
4.0 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;
using System.Numerics;
using System.Globalization;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Localisation;
using osu.Framework.Utils;
using osu.Game.Utils;
namespace osu.Game.Graphics.UserInterface
{
public abstract partial class OsuSliderBar<T> : SliderBar<T>, IHasTooltip
where T : struct, INumber<T>, IMinMaxValue<T>
{
public bool PlaySamplesOnAdjust { get; set; } = true;
/// <summary>
/// Whether to format the tooltip as a percentage or the actual value.
/// </summary>
public bool DisplayAsPercentage { get; set; }
public virtual LocalisableString TooltipText { get; private set; }
/// <summary>
/// Maximum number of decimal digits to be displayed in the tooltip.
/// </summary>
private const int max_decimal_digits = 5;
private Sample sample = null!;
private double lastSampleTime;
private T lastSampleValue;
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
sample = audio.Samples.Get(@"UI/notch-tick");
}
protected override void LoadComplete()
{
base.LoadComplete();
CurrentNumber.BindValueChanged(current => TooltipText = GetDisplayableValue(current.NewValue), true);
}
protected override void OnUserChange(T value)
{
base.OnUserChange(value);
playSample(value);
TooltipText = GetDisplayableValue(value);
}
private void playSample(T value)
{
if (!PlaySamplesOnAdjust)
return;
if (Clock.CurrentTime - lastSampleTime <= 30)
return;
if (value.Equals(lastSampleValue))
return;
lastSampleValue = value;
lastSampleTime = Clock.CurrentTime;
var channel = sample.GetChannel();
channel.Frequency.Value = 0.99f + RNG.NextDouble(0.02f) + NormalizedValue * 0.2f;
// intentionally pitched down, even when hitting max.
if (NormalizedValue == 0 || NormalizedValue == 1)
channel.Frequency.Value -= 0.5f;
channel.Play();
}
public LocalisableString GetDisplayableValue(T value)
{
if (CurrentNumber.IsInteger)
return int.CreateTruncating(value).ToString("N0");
double floatValue = double.CreateTruncating(value);
decimal decimalPrecision = normalise(decimal.CreateTruncating(CurrentNumber.Precision), max_decimal_digits);
// Find the number of significant digits (we could have less than 5 after normalize())
int significantDigits = FormatUtils.FindPrecision(decimalPrecision);
if (DisplayAsPercentage)
{
return floatValue.ToString($@"P{Math.Max(0, significantDigits - 2)}");
}
string negativeSign = Math.Round(floatValue, significantDigits) < 0 ? "-" : string.Empty;
return $"{negativeSign}{Math.Abs(floatValue).ToString($"N{significantDigits}")}";
}
/// <summary>
/// Removes all non-significant digits, keeping at most a requested number of decimal digits.
/// </summary>
/// <param name="d">The decimal to normalize.</param>
/// <param name="sd">The maximum number of decimal digits to keep. The final result may have fewer decimal digits than this value.</param>
/// <returns>The normalised decimal.</returns>
private decimal normalise(decimal d, int sd)
=> decimal.Parse(Math.Round(d, sd).ToString(string.Concat("0.", new string('#', sd)), CultureInfo.InvariantCulture), CultureInfo.InvariantCulture);
}
}