mirror of
https://github.com/ppy/osu
synced 2024-12-25 08:12:41 +00:00
178 lines
6.8 KiB
C#
178 lines
6.8 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.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Mods;
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using osuTK;
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namespace osu.Game.Overlays.Mods
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{
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public partial class ModSelectFooterContent : VisibilityContainer
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{
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private readonly ModSelectOverlay overlay;
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private RankingInformationDisplay? rankingInformationDisplay;
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private BeatmapAttributesDisplay? beatmapAttributesDisplay;
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private FillFlowContainer<ShearedButton> buttonFlow = null!;
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private FillFlowContainer contentFlow = null!;
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public DeselectAllModsButton? DeselectAllModsButton { get; set; }
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public readonly IBindable<WorkingBeatmap?> Beatmap = new Bindable<WorkingBeatmap?>();
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public readonly IBindable<IReadOnlyList<Mod>> ActiveMods = new Bindable<IReadOnlyList<Mod>>();
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/// <summary>
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/// Whether the effects (on score multiplier, on or beatmap difficulty) of the current selected set of mods should be shown.
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/// </summary>
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protected virtual bool ShowModEffects => true;
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/// <summary>
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/// Whether the ranking information and beatmap attributes displays are stacked vertically due to small space.
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/// </summary>
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public bool DisplaysStackedVertically { get; private set; }
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public ModSelectFooterContent(ModSelectOverlay overlay)
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{
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this.overlay = overlay;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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RelativeSizeAxes = Axes.Both;
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InternalChild = buttonFlow = new FillFlowContainer<ShearedButton>
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Direction = FillDirection.Horizontal,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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Padding = new MarginPadding { Horizontal = 20 },
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Spacing = new Vector2(10),
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ChildrenEnumerable = CreateButtons(),
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};
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if (ShowModEffects)
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{
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AddInternal(contentFlow = new FillFlowContainer
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{
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AutoSizeAxes = Axes.Both,
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Direction = FillDirection.Vertical,
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Spacing = new Vector2(30, 10),
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Anchor = Anchor.BottomRight,
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Origin = Anchor.BottomRight,
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Margin = new MarginPadding { Horizontal = 20 },
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Children = new Drawable[]
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{
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rankingInformationDisplay = new RankingInformationDisplay
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{
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Anchor = Anchor.BottomRight,
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Origin = Anchor.BottomRight
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},
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beatmapAttributesDisplay = new BeatmapAttributesDisplay
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{
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Anchor = Anchor.BottomRight,
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Origin = Anchor.BottomRight,
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BeatmapInfo = { Value = Beatmap.Value?.BeatmapInfo },
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},
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}
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});
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}
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}
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private ModSettingChangeTracker? modSettingChangeTracker;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Beatmap.BindValueChanged(b =>
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{
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if (beatmapAttributesDisplay != null)
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beatmapAttributesDisplay.BeatmapInfo.Value = b.NewValue?.BeatmapInfo;
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}, true);
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ActiveMods.BindValueChanged(m =>
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{
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updateInformation();
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modSettingChangeTracker?.Dispose();
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// Importantly, use ActiveMods.Value here (and not the ValueChanged NewValue) as the latter can
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// potentially be stale, due to complexities in the way change trackers work.
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//
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// See https://github.com/ppy/osu/pull/23284#issuecomment-1529056988
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modSettingChangeTracker = new ModSettingChangeTracker(ActiveMods.Value);
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modSettingChangeTracker.SettingChanged += _ => updateInformation();
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}, true);
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}
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private void updateInformation()
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{
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if (rankingInformationDisplay != null)
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{
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double multiplier = 1.0;
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foreach (var mod in ActiveMods.Value)
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multiplier *= mod.ScoreMultiplier;
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rankingInformationDisplay.ModMultiplier.Value = multiplier;
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rankingInformationDisplay.Ranked.Value = ActiveMods.Value.All(m => m.Ranked);
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}
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if (beatmapAttributesDisplay != null)
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beatmapAttributesDisplay.Mods.Value = ActiveMods.Value;
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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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if (beatmapAttributesDisplay != null)
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{
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float rightEdgeOfLastButton = buttonFlow[^1].ScreenSpaceDrawQuad.TopRight.X;
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// this is cheating a bit; the 640 value is hardcoded based on how wide the expanded panel _generally_ is.
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// due to the transition applied, the raw screenspace quad of the panel cannot be used, as it will trigger an ugly feedback cycle of expanding and collapsing.
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float projectedLeftEdgeOfExpandedBeatmapAttributesDisplay = buttonFlow.ToScreenSpace(buttonFlow.DrawSize - new Vector2(640, 0)).X;
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DisplaysStackedVertically = rightEdgeOfLastButton > projectedLeftEdgeOfExpandedBeatmapAttributesDisplay;
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// only update preview panel's collapsed state after we are fully visible, to ensure all the buttons are where we expect them to be.
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if (Alpha == 1)
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beatmapAttributesDisplay.Collapsed.Value = DisplaysStackedVertically;
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contentFlow.LayoutDuration = 200;
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contentFlow.LayoutEasing = Easing.OutQuint;
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contentFlow.Direction = DisplaysStackedVertically ? FillDirection.Vertical : FillDirection.Horizontal;
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}
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}
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protected virtual IEnumerable<ShearedButton> CreateButtons() => new[]
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{
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DeselectAllModsButton = new DeselectAllModsButton(overlay)
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};
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protected override void PopIn()
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{
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this.MoveToY(0, 400, Easing.OutQuint)
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.FadeIn(400, Easing.OutQuint);
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}
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protected override void PopOut()
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{
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this.MoveToY(-20f, 200, Easing.OutQuint)
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.FadeOut(200, Easing.OutQuint);
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}
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}
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}
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