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