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Split out simple DifficultyIcon
with no calculation overhead and update usages
This commit is contained in:
80
osu.Game/Beatmaps/Drawables/CalculatingDifficultyIcon.cs
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80
osu.Game/Beatmaps/Drawables/CalculatingDifficultyIcon.cs
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@ -0,0 +1,80 @@
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#nullable enable
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// 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 osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osuTK;
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namespace osu.Game.Beatmaps.Drawables
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{
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/// <summary>
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/// A difficulty icon which automatically calculates difficulty in the background.
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/// </summary>
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public class CalculatingDifficultyIcon : CompositeDrawable
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{
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/// <summary>
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/// Size of this difficulty icon.
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/// </summary>
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public new Vector2 Size
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{
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get => difficultyIcon.Size;
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set => difficultyIcon.Size = value;
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}
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private readonly IRulesetInfo? ruleset;
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private readonly IReadOnlyList<Mod>? mods;
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private readonly IBeatmapInfo beatmapInfo;
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private readonly DifficultyIcon difficultyIcon;
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/// <summary>
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/// Creates a new <see cref="CalculatingDifficultyIcon"/> with a given <see cref="RulesetInfo"/> and <see cref="Mod"/> combination.
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/// </summary>
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/// <param name="beatmapInfo">The beatmap to show the difficulty of.</param>
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/// <param name="ruleset">The ruleset to show the difficulty with.</param>
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/// <param name="mods">The mods to show the difficulty with.</param>
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/// <param name="shouldShowTooltip">Whether to display a tooltip when hovered.</param>
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/// <param name="performBackgroundDifficultyLookup">Whether to perform difficulty lookup (including calculation if necessary).</param>
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public CalculatingDifficultyIcon(IBeatmapInfo beatmapInfo, IRulesetInfo? ruleset, IReadOnlyList<Mod>? mods, bool shouldShowTooltip = true,
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bool performBackgroundDifficultyLookup = true)
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: this(beatmapInfo, shouldShowTooltip, performBackgroundDifficultyLookup)
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{
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this.ruleset = ruleset ?? beatmapInfo.Ruleset;
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this.mods = mods ?? Array.Empty<Mod>();
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}
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/// <summary>
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/// Creates a new <see cref="CalculatingDifficultyIcon"/> that follows the currently-selected ruleset and mods.
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/// </summary>
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/// <param name="beatmapInfo">The beatmap to show the difficulty of.</param>
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/// <param name="shouldShowTooltip">Whether to display a tooltip when hovered.</param>
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/// <param name="performBackgroundDifficultyLookup">Whether to perform difficulty lookup (including calculation if necessary).</param>
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public CalculatingDifficultyIcon(IBeatmapInfo beatmapInfo, bool shouldShowTooltip = true, bool performBackgroundDifficultyLookup = true)
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{
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this.beatmapInfo = beatmapInfo ?? throw new ArgumentNullException(nameof(beatmapInfo));
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AutoSizeAxes = Axes.Both;
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InternalChildren = new Drawable[]
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{
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difficultyIcon = new DifficultyIcon(beatmapInfo, beatmapInfo.Ruleset),
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new DelayedLoadUnloadWrapper(createDifficultyRetriever, 0)
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};
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}
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private Drawable createDifficultyRetriever()
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{
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if (ruleset != null && mods != null)
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return new DifficultyRetriever(beatmapInfo, ruleset, mods) { StarDifficulty = { BindTarget = difficultyIcon.Current } };
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return new DifficultyRetriever(beatmapInfo) { StarDifficulty = { BindTarget = difficultyIcon.Current } };
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}
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}
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}
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@ -1,11 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// 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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#nullable disable
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using System;
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using System.Collections.Generic;
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using JetBrains.Annotations;
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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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@ -15,16 +10,16 @@ using osu.Framework.Graphics.Cursor;
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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.Sprites;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Beatmaps.Drawables
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{
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public class DifficultyIcon : CompositeDrawable, IHasCustomTooltip<DifficultyIconTooltipContent>
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public class DifficultyIcon : CompositeDrawable, IHasCustomTooltip<DifficultyIconTooltipContent>, IHasCurrentValue<StarDifficulty>
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{
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/// <summary>
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/// Size of this difficulty icon.
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@ -35,58 +30,46 @@ namespace osu.Game.Beatmaps.Drawables
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set => iconContainer.Size = value;
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}
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[NotNull]
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private readonly IBeatmapInfo beatmapInfo;
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private readonly IBeatmapInfo? beatmap;
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[CanBeNull]
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private readonly IRulesetInfo ruleset;
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[CanBeNull]
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private readonly IReadOnlyList<Mod> mods;
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[Resolved]
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private IRulesetStore rulesets { get; set; }
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private readonly bool shouldShowTooltip;
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private readonly bool performBackgroundDifficultyLookup;
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private Drawable background;
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private Drawable background = null!;
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private readonly Container iconContainer;
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private readonly Bindable<StarDifficulty> difficultyBindable = new Bindable<StarDifficulty>();
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private readonly BindableWithCurrent<StarDifficulty> difficulty = new BindableWithCurrent<StarDifficulty>();
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public virtual Bindable<StarDifficulty> Current
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{
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get => difficulty.Current;
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set => difficulty.Current = value;
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}
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[Resolved]
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private IRulesetStore rulesets { get; set; } = null!;
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/// <summary>
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/// Creates a new <see cref="DifficultyIcon"/> with a given <see cref="RulesetInfo"/> and <see cref="Mod"/> combination.
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/// Creates a new <see cref="DifficultyIcon"/> with a tooltip. Will use provided beatmap's <see cref="BeatmapInfo.StarRating"/> for initial value.
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/// </summary>
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/// <param name="beatmapInfo">The beatmap to show the difficulty of.</param>
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/// <param name="ruleset">The ruleset to show the difficulty with.</param>
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/// <param name="mods">The mods to show the difficulty with.</param>
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/// <param name="shouldShowTooltip">Whether to display a tooltip when hovered.</param>
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/// <param name="performBackgroundDifficultyLookup">Whether to perform difficulty lookup (including calculation if necessary).</param>
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public DifficultyIcon([NotNull] IBeatmapInfo beatmapInfo, [CanBeNull] IRulesetInfo ruleset, [CanBeNull] IReadOnlyList<Mod> mods, bool shouldShowTooltip = true,
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bool performBackgroundDifficultyLookup = true)
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: this(beatmapInfo, shouldShowTooltip, performBackgroundDifficultyLookup)
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/// <param name="beatmap">The beatmap to be displayed in the tooltip, and to be used for the initial star rating value.</param>
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/// <param name="ruleset">An optional ruleset to be used for the icon display, in place of the beatmap's ruleset.</param>
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public DifficultyIcon(IBeatmapInfo beatmap, IRulesetInfo? ruleset)
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: this(ruleset ?? beatmap.Ruleset)
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{
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this.ruleset = ruleset ?? beatmapInfo.Ruleset;
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this.mods = mods ?? Array.Empty<Mod>();
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this.beatmap = beatmap;
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Current.Value = new StarDifficulty(beatmap.StarRating, 0);
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}
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/// <summary>
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/// Creates a new <see cref="DifficultyIcon"/> that follows the currently-selected ruleset and mods.
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/// Creates a new <see cref="DifficultyIcon"/> with no tooltip.
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/// </summary>
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/// <param name="beatmapInfo">The beatmap to show the difficulty of.</param>
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/// <param name="shouldShowTooltip">Whether to display a tooltip when hovered.</param>
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/// <param name="performBackgroundDifficultyLookup">Whether to perform difficulty lookup (including calculation if necessary).</param>
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public DifficultyIcon([NotNull] IBeatmapInfo beatmapInfo, bool shouldShowTooltip = true, bool performBackgroundDifficultyLookup = true)
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/// <param name="ruleset">The ruleset to be used for the icon display.</param>
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public DifficultyIcon(IRulesetInfo ruleset)
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{
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this.beatmapInfo = beatmapInfo ?? throw new ArgumentNullException(nameof(beatmapInfo));
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this.shouldShowTooltip = shouldShowTooltip;
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this.performBackgroundDifficultyLookup = performBackgroundDifficultyLookup;
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this.ruleset = ruleset;
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AutoSizeAxes = Axes.Both;
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InternalChild = iconContainer = new Container { Size = new Vector2(20f) };
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}
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@ -111,7 +94,6 @@ namespace osu.Game.Beatmaps.Drawables
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Child = background = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = colours.ForStarDifficulty(beatmapInfo.StarRating) // Default value that will be re-populated once difficulty calculation completes
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},
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},
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new ConstrainedIconContainer
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@ -124,25 +106,12 @@ namespace osu.Game.Beatmaps.Drawables
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},
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};
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if (performBackgroundDifficultyLookup)
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iconContainer.Add(new DelayedLoadUnloadWrapper(createDifficultyRetriever, 0));
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else
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difficultyBindable.Value = new StarDifficulty(beatmapInfo.StarRating, 0);
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difficultyBindable.BindValueChanged(difficulty => background.Colour = colours.ForStarDifficulty(difficulty.NewValue.Stars));
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}
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private Drawable createDifficultyRetriever()
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{
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if (ruleset != null && mods != null)
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return new DifficultyRetriever(beatmapInfo, ruleset, mods) { StarDifficulty = { BindTarget = difficultyBindable } };
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return new DifficultyRetriever(beatmapInfo) { StarDifficulty = { BindTarget = difficultyBindable } };
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Current.BindValueChanged(difficulty => background.Colour = colours.ForStarDifficulty(difficulty.NewValue.Stars), true);
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}
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private Drawable getRulesetIcon()
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{
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int? onlineID = (ruleset ?? beatmapInfo.Ruleset).OnlineID;
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int? onlineID = ruleset.OnlineID;
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if (onlineID >= 0 && rulesets.GetRuleset(onlineID.Value)?.CreateInstance() is Ruleset rulesetInstance)
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return rulesetInstance.CreateIcon();
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@ -154,6 +123,6 @@ namespace osu.Game.Beatmaps.Drawables
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GetCustomTooltip() => new DifficultyIconTooltip();
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DifficultyIconTooltipContent IHasCustomTooltip<DifficultyIconTooltipContent>.
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TooltipContent => shouldShowTooltip ? new DifficultyIconTooltipContent(beatmapInfo, difficultyBindable) : null;
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TooltipContent => (beatmap != null ? new DifficultyIconTooltipContent(beatmap, Current) : null)!;
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}
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}
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@ -19,7 +19,7 @@ namespace osu.Game.Beatmaps.Drawables
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/// <remarks>
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/// Used in cases when there are too many difficulty icons to show.
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/// </remarks>
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public class GroupedDifficultyIcon : DifficultyIcon
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public class GroupedDifficultyIcon : CalculatingDifficultyIcon
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{
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public GroupedDifficultyIcon(IEnumerable<IBeatmapInfo> beatmaps, IRulesetInfo ruleset, Color4 counterColour)
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: base(beatmaps.OrderBy(b => b.StarRating).Last(), ruleset, null, false)
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@ -274,8 +274,9 @@ namespace osu.Game.Overlays.BeatmapSet
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Alpha = 0.5f
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}
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},
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icon = new DifficultyIcon(beatmapInfo, shouldShowTooltip: false)
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icon = new DifficultyIcon(beatmapInfo.Ruleset)
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{
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Current = { Value = new StarDifficulty(beatmapInfo.StarRating, 0) },
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(size - tile_icon_padding * 2),
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@ -266,7 +266,7 @@ namespace osu.Game.Screens.OnlinePlay
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}
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if (beatmap != null)
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difficultyIconContainer.Child = new DifficultyIcon(beatmap, ruleset, requiredMods, performBackgroundDifficultyLookup: false) { Size = new Vector2(icon_height) };
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difficultyIconContainer.Child = new DifficultyIcon(beatmap, ruleset) { Size = new Vector2(icon_height) };
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else
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difficultyIconContainer.Clear();
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@ -113,7 +113,7 @@ namespace osu.Game.Screens.Select.Carousel
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Origin = Anchor.CentreLeft,
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Children = new Drawable[]
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{
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new DifficultyIcon(beatmapInfo, shouldShowTooltip: false)
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new CalculatingDifficultyIcon(beatmapInfo, shouldShowTooltip: false)
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{
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Scale = new Vector2(1.8f),
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},
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@ -10,7 +10,7 @@ using osu.Game.Beatmaps.Drawables;
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namespace osu.Game.Screens.Select.Carousel
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{
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public class FilterableDifficultyIcon : DifficultyIcon
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public class FilterableDifficultyIcon : CalculatingDifficultyIcon
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{
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private readonly BindableBool filtered = new BindableBool();
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@ -19,7 +19,7 @@ namespace osu.Game.Screens.Select.Carousel
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public readonly CarouselBeatmap Item;
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public FilterableDifficultyIcon(CarouselBeatmap item)
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: base(item.BeatmapInfo, performBackgroundDifficultyLookup: false)
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: base(item.BeatmapInfo)
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{
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filtered.BindTo(item.Filtered);
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filtered.ValueChanged += isFiltered => Schedule(() => this.FadeTo(isFiltered.NewValue ? 0.1f : 1, 100));
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@ -73,7 +73,7 @@ namespace osu.Game.Screens.Select.Carousel
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TextPadding = new MarginPadding { Horizontal = 8, Vertical = 2 },
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Status = beatmapSet.Status
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},
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new FillFlowContainer<DifficultyIcon>
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new FillFlowContainer<CalculatingDifficultyIcon>
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{
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AutoSizeAxes = Axes.Both,
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Spacing = new Vector2(3),
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@ -87,13 +87,13 @@ namespace osu.Game.Screens.Select.Carousel
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private const int maximum_difficulty_icons = 18;
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private IEnumerable<DifficultyIcon> getDifficultyIcons()
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private IEnumerable<CalculatingDifficultyIcon> getDifficultyIcons()
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{
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var beatmaps = carouselSet.Beatmaps.ToList();
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return beatmaps.Count > maximum_difficulty_icons
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? (IEnumerable<DifficultyIcon>)beatmaps.GroupBy(b => b.BeatmapInfo.Ruleset)
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.Select(group => new FilterableGroupedDifficultyIcon(group.ToList(), group.Last().BeatmapInfo.Ruleset))
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? (IEnumerable<CalculatingDifficultyIcon>)beatmaps.GroupBy(b => b.BeatmapInfo.Ruleset)
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.Select(group => new FilterableGroupedDifficultyIcon(group.ToList(), group.Last().BeatmapInfo.Ruleset))
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: beatmaps.Select(b => new FilterableDifficultyIcon(b));
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}
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}
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