- Made private methods static where possible (runtime can elide checking the object for null). - Declared attribute classes as sealed (allows reflection on attributes to complete faster). - Moved some static cctor's into field initializers (static cctor's are slower than static field initializers). - Made classes static if they contained only static methods (can't create instances of useless objects). - Use inferable Exts.Lazy and not new Lazy<T>(). - Added required STAThread attribute to CrashDialog. - Removed unused parameters in private methods. - Added Serializable attribute to exceptions. - Added parameter name in calls to ArgumentNullException. - Use of as operator instead of is + cast. - Changed (x as Foo).Bar anti-pattern into ((Foo)x).Bar. Results in sensible cast exceptions on error rather than null dereferences. - Removed unused method in NullShader.
156 lines
4.7 KiB
C#
156 lines
4.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.RA.Widgets.Logic
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{
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public class MusicPlayerLogic
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{
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readonly Ruleset modRules;
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bool installed;
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MusicInfo currentSong = null;
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MusicInfo[] music;
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MusicInfo[] random;
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ScrollPanelWidget musicList;
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ScrollItemWidget itemTemplate;
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[ObjectCreator.UseCtor]
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public MusicPlayerLogic(Widget widget, Ruleset modRules, Action onExit)
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{
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this.modRules = modRules;
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var panel = widget.Get("MUSIC_PANEL");
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musicList = panel.Get<ScrollPanelWidget>("MUSIC_LIST");
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itemTemplate = musicList.Get<ScrollItemWidget>("MUSIC_TEMPLATE");
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BuildMusicTable();
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Func<bool> noMusic = () => !installed;
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panel.Get("NO_MUSIC_LABEL").IsVisible = noMusic;
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var playButton = panel.Get<ButtonWidget>("BUTTON_PLAY");
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playButton.OnClick = Play;
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playButton.IsDisabled = noMusic;
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playButton.IsVisible = () => !Sound.MusicPlaying;
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var pauseButton = panel.Get<ButtonWidget>("BUTTON_PAUSE");
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pauseButton.OnClick = Sound.PauseMusic;
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pauseButton.IsDisabled = noMusic;
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pauseButton.IsVisible = () => Sound.MusicPlaying;
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var stopButton = panel.Get<ButtonWidget>("BUTTON_STOP");
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stopButton.OnClick = Sound.StopMusic;
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stopButton.IsDisabled = noMusic;
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var nextButton = panel.Get<ButtonWidget>("BUTTON_NEXT");
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nextButton.OnClick = () => { currentSong = GetNextSong(); Play(); };
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nextButton.IsDisabled = noMusic;
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var prevButton = panel.Get<ButtonWidget>("BUTTON_PREV");
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prevButton.OnClick = () => { currentSong = GetPrevSong(); Play(); };
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prevButton.IsDisabled = noMusic;
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var shuffleCheckbox = panel.Get<CheckboxWidget>("SHUFFLE");
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shuffleCheckbox.IsChecked = () => Game.Settings.Sound.Shuffle;
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shuffleCheckbox.OnClick = () => Game.Settings.Sound.Shuffle ^= true;
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var repeatCheckbox = panel.Get<CheckboxWidget>("REPEAT");
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repeatCheckbox.IsChecked = () => Game.Settings.Sound.Repeat;
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repeatCheckbox.OnClick = () => Game.Settings.Sound.Repeat ^= true;
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panel.Get<LabelWidget>("TIME_LABEL").GetText = () => (currentSong == null) ? "" :
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"{0:D2}:{1:D2} / {2:D2}:{3:D2}".F((int)Sound.MusicSeekPosition / 60, (int)Sound.MusicSeekPosition % 60,
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currentSong.Length / 60, currentSong.Length % 60);
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var musicSlider = panel.Get<SliderWidget>("MUSIC_SLIDER");
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musicSlider.OnChange += x => Sound.MusicVolume = x;
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musicSlider.Value = Sound.MusicVolume;
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panel.Get<ButtonWidget>("BACK_BUTTON").OnClick = () => { Game.Settings.Save(); Ui.CloseWindow(); onExit(); };
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}
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public void BuildMusicTable()
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{
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music = modRules.InstalledMusic.Select(a => a.Value).ToArray();
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random = music.Shuffle(Game.CosmeticRandom).ToArray();
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currentSong = Sound.CurrentMusic;
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if (currentSong == null && music.Any())
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currentSong = Game.Settings.Sound.Shuffle ? random.First() : music.First();
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musicList.RemoveChildren();
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foreach (var s in music)
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{
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var song = s;
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if (currentSong == null)
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currentSong = song;
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// TODO: We leak the currentSong MusicInfo across map load, so compare the Filename instead.
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var item = ScrollItemWidget.Setup(song.Filename, itemTemplate, () => currentSong.Filename == song.Filename, () => { currentSong = song; Play(); }, () => {});
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item.Get<LabelWidget>("TITLE").GetText = () => song.Title;
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item.Get<LabelWidget>("LENGTH").GetText = () => SongLengthLabel(song);
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musicList.AddChild(item);
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}
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if (currentSong != null)
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musicList.ScrollToItem(currentSong.Filename);
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installed = modRules.InstalledMusic.Any();
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}
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void Play()
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{
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if (currentSong == null)
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return;
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musicList.ScrollToItem(currentSong.Filename);
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Sound.PlayMusicThen(currentSong, () =>
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{
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if (!Game.Settings.Sound.Repeat)
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currentSong = GetNextSong();
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Play();
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});
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}
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static string SongLengthLabel(MusicInfo song)
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{
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return "{0:D1}:{1:D2}".F(song.Length / 60, song.Length % 60);
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}
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MusicInfo GetNextSong()
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{
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if (!music.Any())
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return null;
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var songs = Game.Settings.Sound.Shuffle ? random : music;
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return songs.SkipWhile(m => m != currentSong)
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.Skip(1).FirstOrDefault() ?? songs.FirstOrDefault();
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}
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MusicInfo GetPrevSong()
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{
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if (!music.Any())
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return null;
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var songs = Game.Settings.Sound.Shuffle ? random : music;
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return songs.Reverse().SkipWhile(m => m != currentSong)
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.Skip(1).FirstOrDefault() ?? songs.Reverse().FirstOrDefault();
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}
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}
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}
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