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mirror of https://github.com/ppy/osu.git synced 2024-12-14 08:43:01 +08:00

Apply NRT and hotkey support to save replay button at results screen

This commit is contained in:
Dean Herbert 2023-06-20 16:29:15 +09:00
parent 69526f25bb
commit 1e0e29847f

View File

@ -1,30 +1,31 @@
// 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.
#nullable disable
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.UserInterface;
using osu.Game.Input.Bindings;
using osu.Game.Online;
using osu.Game.Scoring;
using osuTK;
namespace osu.Game.Screens.Ranking
{
public partial class ReplayDownloadButton : CompositeDrawable
public partial class ReplayDownloadButton : CompositeDrawable, IKeyBindingHandler<GlobalAction>
{
public readonly Bindable<ScoreInfo> Score = new Bindable<ScoreInfo>();
protected readonly Bindable<DownloadState> State = new Bindable<DownloadState>();
private DownloadButton button;
private ShakeContainer shakeContainer;
private DownloadButton button = null!;
private ShakeContainer shakeContainer = null!;
private ScoreDownloadTracker downloadTracker;
private ScoreDownloadTracker? downloadTracker;
private ReplayAvailability replayAvailability
{
@ -46,8 +47,8 @@ namespace osu.Game.Screens.Ranking
Size = new Vector2(50, 30);
}
[BackgroundDependencyLoader(true)]
private void load(OsuGame game, ScoreModelDownloader scores)
[BackgroundDependencyLoader]
private void load(OsuGame? game, ScoreModelDownloader scores)
{
InternalChild = shakeContainer = new ShakeContainer
{
@ -99,6 +100,22 @@ namespace osu.Game.Screens.Ranking
}, true);
}
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
switch (e.Action)
{
case GlobalAction.SaveReplay:
button.TriggerClick();
return true;
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
private void updateState()
{
switch (replayAvailability)