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osu-lazer/osu.Game/Screens/Play/KeyCounterDisplay.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.
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using System;
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;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Events;
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using osu.Game.Configuration;
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using osuTK;
using osuTK.Graphics;
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namespace osu.Game.Screens.Play
{
public class KeyCounterDisplay : Container<KeyCounter>
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{
private const int duration = 100;
private const double key_fade_time = 80;
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private readonly Bindable<bool> configVisibility = new Bindable<bool>();
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protected readonly FillFlowContainer<KeyCounter> KeyFlow;
protected override Container<KeyCounter> Content => KeyFlow;
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/// <summary>
/// Whether the key counter should be visible regardless of the configuration value.
/// This is true by default, but can be changed.
/// </summary>
public readonly Bindable<bool> AlwaysVisible = new Bindable<bool>(true);
public KeyCounterDisplay()
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{
InternalChild = KeyFlow = new FillFlowContainer<KeyCounter>
{
Direction = FillDirection.Horizontal,
AutoSizeAxes = Axes.Both,
};
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}
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;
}
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public override void Add(KeyCounter key)
{
if (key == null) throw new ArgumentNullException(nameof(key));
base.Add(key);
key.IsCounting = IsCounting;
key.FadeTime = key_fade_time;
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key.KeyDownTextColor = KeyDownTextColor;
key.KeyUpTextColor = KeyUpTextColor;
}
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[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
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config.BindWith(OsuSetting.KeyOverlay, configVisibility);
}
protected override void LoadComplete()
{
base.LoadComplete();
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AlwaysVisible.BindValueChanged(_ => updateVisibility());
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configVisibility.BindValueChanged(_ => updateVisibility(), true);
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}
private bool isCounting = true;
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public bool IsCounting
{
get => isCounting;
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set
{
if (value == isCounting) return;
isCounting = value;
foreach (var child in Children)
child.IsCounting = value;
}
}
private Color4 keyDownTextColor = Color4.DarkGray;
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public Color4 KeyDownTextColor
{
get => keyDownTextColor;
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set
{
if (value != keyDownTextColor)
{
keyDownTextColor = value;
foreach (var child in Children)
child.KeyDownTextColor = value;
}
}
}
private Color4 keyUpTextColor = Color4.White;
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public Color4 KeyUpTextColor
{
get => keyUpTextColor;
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set
{
if (value != keyUpTextColor)
{
keyUpTextColor = value;
foreach (var child in Children)
child.KeyUpTextColor = value;
}
}
}
private void updateVisibility() =>
// Isolate changing visibility of the key counters from fading this component.
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KeyFlow.FadeTo(AlwaysVisible.Value || configVisibility.Value ? 1 : 0, duration);
public override bool HandleNonPositionalInput => receptor == null;
public override bool HandlePositionalInput => receptor == null;
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private Receptor receptor;
public void SetReceptor(Receptor receptor)
{
if (this.receptor != null)
throw new InvalidOperationException("Cannot set a new receptor when one is already active");
this.receptor = receptor;
}
public class Receptor : Drawable
{
protected readonly KeyCounterDisplay Target;
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public Receptor(KeyCounterDisplay target)
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{
RelativeSizeAxes = Axes.Both;
Depth = float.MinValue;
Target = target;
}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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protected override bool Handle(UIEvent e)
{
switch (e)
{
case KeyDownEvent _:
case KeyUpEvent _:
case MouseDownEvent _:
case MouseUpEvent _:
return Target.Children.Any(c => c.TriggerEvent(e));
}
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return base.Handle(e);
}
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}
}
}