diff --git a/osu.Game/Overlays/Mods/ModsEffectDisplay.cs b/osu.Game/Overlays/Mods/ModsEffectDisplay.cs index 4b97614ade..2ff6bf043b 100644 --- a/osu.Game/Overlays/Mods/ModsEffectDisplay.cs +++ b/osu.Game/Overlays/Mods/ModsEffectDisplay.cs @@ -1,10 +1,13 @@ // Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. +using System; using osu.Framework.Allocation; +using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; +using osu.Framework.Graphics.UserInterface; using osu.Framework.Localisation; using osu.Game.Graphics; using osu.Game.Graphics.Sprites; @@ -13,11 +16,10 @@ using osuTK; namespace osu.Game.Overlays.Mods { - /// /// /// Base class for displays of mods effects. /// - public abstract class ModsEffectDisplay : Container + public abstract class ModsEffectDisplay : Container, IHasCurrentValue { public const float HEIGHT = 42; private const float transition_duration = 200; @@ -26,6 +28,14 @@ namespace osu.Game.Overlays.Mods private readonly Box labelBackground; private readonly Container content; + public Bindable Current + { + get => current.Current; + set => current.Current = value; + } + + private readonly BindableWithCurrent current = new BindableWithCurrent(); + [Resolved] private OsuColour colours { get; set; } = null!; @@ -37,6 +47,13 @@ namespace osu.Game.Overlays.Mods /// protected abstract LocalisableString Label { get; } + /// + /// Calculates, does current value increase difficulty or decrease it. + /// + /// Value to calculate for. Will arrive from bindable once it changes. + /// Effect of the value. + protected abstract ModEffect CalculateEffect(TValue value); + protected virtual float ValueAreaWidth => 56; protected override Container Content => content; @@ -118,28 +135,67 @@ namespace osu.Game.Overlays.Mods labelBackground.Colour = colourProvider.Background4; } + protected override void LoadComplete() + { + Current.BindValueChanged(e => + { + var effect = CalculateEffect(e.NewValue); + setColours(effect); + }, true); + } + /// /// Fades colours of text and its background according to displayed value. /// - /// Difference between actual value and default value. - /// Negative leads to green color, positive to red. Can be obtained via CompareTo(defaultValue). - protected void SetColours(int difference) + /// Effect of the value. + private void setColours(ModEffect effect) { - if (difference == 0) + switch (effect) { - contentBackground.FadeColour(colourProvider.Background3, transition_duration, Easing.OutQuint); - content.FadeColour(Colour4.White, transition_duration, Easing.OutQuint); - } - else if (difference < 0) - { - contentBackground.FadeColour(colours.ForModType(ModType.DifficultyReduction), transition_duration, Easing.OutQuint); - content.FadeColour(colourProvider.Background5, transition_duration, Easing.OutQuint); - } - else - { - contentBackground.FadeColour(colours.ForModType(ModType.DifficultyIncrease), transition_duration, Easing.OutQuint); - content.FadeColour(colourProvider.Background5, transition_duration, Easing.OutQuint); + case ModEffect.NotChanged: + contentBackground.FadeColour(colourProvider.Background3, transition_duration, Easing.OutQuint); + content.FadeColour(Colour4.White, transition_duration, Easing.OutQuint); + break; + + case ModEffect.DifficultyReduction: + contentBackground.FadeColour(colours.ForModType(ModType.DifficultyReduction), transition_duration, Easing.OutQuint); + content.FadeColour(colourProvider.Background5, transition_duration, Easing.OutQuint); + break; + + case ModEffect.DifficultyIncrease: + contentBackground.FadeColour(colours.ForModType(ModType.DifficultyIncrease), transition_duration, Easing.OutQuint); + content.FadeColour(colourProvider.Background5, transition_duration, Easing.OutQuint); + break; + + default: + throw new ArgumentOutOfRangeException(nameof(effect)); } } + + #region Quick implementations for CalculateEffect + + /// + /// Converts signed integer into . Negative values are counted as difficulty reduction, positive as increase. + /// + /// Value to convert. Can be obtained from CompareTo. + /// Effect. + protected ModEffect CalculateForSign(int comparison) + { + if (comparison == 0) + return ModEffect.NotChanged; + if (comparison < 0) + return ModEffect.DifficultyReduction; + + return ModEffect.DifficultyIncrease; + } + + #endregion + + protected enum ModEffect + { + NotChanged, + DifficultyReduction, + DifficultyIncrease + } } }