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osu-lazer/osu.Game/Screens/Play/DefaultKeyCounterDisplay.cs

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// 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.Collections.Generic;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osuTK.Graphics;
namespace osu.Game.Screens.Play
{
public partial class DefaultKeyCounterDisplay : KeyCounterDisplay
{
private const int duration = 100;
private const double key_fade_time = 80;
protected override Container<KeyCounter> Content => KeyFlow;
public new IReadOnlyList<DefaultKeyCounter> Children
{
get => (IReadOnlyList<DefaultKeyCounter>)base.Children;
set => base.Children = value;
}
public DefaultKeyCounterDisplay()
{
InternalChild = KeyFlow = new FillFlowContainer<KeyCounter>
{
Direction = FillDirection.Horizontal,
AutoSizeAxes = Axes.Both,
Alpha = 0,
};
}
protected override void Update()
{
base.Update();
// Don't use autosize as it will shrink to zero when KeyFlow is hidden.
// In turn this can cause the display to be masked off screen and never become visible again.
Size = KeyFlow.Size;
}
public override void Add(KeyCounter key)
{
base.Add(key);
if (key is not DefaultKeyCounter defaultKey)
throw new ArgumentException($"{key.GetType()} is not a supported {nameof(KeyCounter)}.", nameof(key));
defaultKey.FadeTime = key_fade_time;
defaultKey.KeyDownTextColor = KeyDownTextColor;
defaultKey.KeyUpTextColor = KeyUpTextColor;
}
protected override void UpdateVisibility() =>
// Isolate changing visibility of the key counters from fading this component.
KeyFlow.FadeTo(AlwaysVisible.Value || ConfigVisibility.Value ? 1 : 0, duration);
private Color4 keyDownTextColor = Color4.DarkGray;
public Color4 KeyDownTextColor
{
get => keyDownTextColor;
set
{
if (value != keyDownTextColor)
{
keyDownTextColor = value;
foreach (var child in Children)
child.KeyDownTextColor = value;
}
}
}
private Color4 keyUpTextColor = Color4.White;
public Color4 KeyUpTextColor
{
get => keyUpTextColor;
set
{
if (value != keyUpTextColor)
{
keyUpTextColor = value;
foreach (var child in Children)
child.KeyUpTextColor = value;
}
}
}
}
}