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@ -13,14 +13,14 @@ using System.Threading.Tasks;
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namespace osu.Game.Graphics.UserInterface
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{
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/// <summary>
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/// Allows tint and vertical scaling animation. Used by osu!taiko and osu!mania.
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/// Allows tint and vertical scaling animation. Used in osu!taiko and osu!mania.
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/// </summary>
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public class AlternativeComboCounter : ULongCounter // btw, I'm terribly bad with names... OUENDAN!
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{
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public Color4 OriginalColour;
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public Color4 TintColour = Color4.OrangeRed;
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public int TintDuration = 500;
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public float ScaleFactor = 1;
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public float ScaleFactor = 2;
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public EasingTypes TintEasing = EasingTypes.None;
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public bool CanAnimateWhenBackwards = false;
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@ -72,7 +72,7 @@ namespace osu.Game.Graphics.UserInterface
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{
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if (countSpriteText != null)
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{
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countSpriteText.Text = newValue.ToString(@"#,0");
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countSpriteText.Text = newValue.ToString("#,0");
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if (newValue == 0)
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{
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countSpriteText.FadeOut(TintDuration);
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@ -11,7 +11,7 @@ using System.Threading.Tasks;
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namespace osu.Game.Graphics.UserInterface
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{
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/// <summary>
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/// Similar to Standard, but without the 'x' and has colour shadows. Used by osu!catch.
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/// Similar to Standard, but without the 'x' and has tinted pop-ups. Used in osu!catch.
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/// </summary>
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public class CatchComboCounter : StandardComboCounter
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{
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@ -36,6 +36,7 @@ namespace osu.Game.Graphics.UserInterface
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}
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else
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{
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// Backwards pop-up animation has no tint colour
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popOutSpriteText.Colour = countSpriteText.Colour;
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transformCount(new TranformULongCounter(Clock), currentValue, newValue);
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}
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@ -14,7 +14,7 @@ using System.Threading.Tasks;
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namespace osu.Game.Graphics.UserInterface
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{
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/// <summary>
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/// Skeleton for a counter with a simple rollover animation.
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/// Skeleton for a counter with a simple roll-up animation.
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/// </summary>
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/// <typeparam name="T">Type of the actual counter.</typeparam>
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public abstract class RollingCounter<T> : Container
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@ -35,18 +35,18 @@ namespace osu.Game.Graphics.UserInterface
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/// <summary>
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/// If true, each time the Count is updated, it will roll over from the current visible value.
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/// Else, it will roll over from the current count value.
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/// Else, it will roll up from the current count value.
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/// </summary>
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public bool IsRollingContinuous = true;
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/// <summary>
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/// If true, the rollover duration will be proportional to the counter.
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/// If true, the roll-up duration will be proportional to the counter.
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/// </summary>
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public bool IsRollingProportional = false;
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/// <summary>
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/// If IsRollingProportional = false, duration in milliseconds for the counter rollover animation for each element.
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/// If IsRollingProportional = true, duration in milliseconds for the counter rollover animation in total.
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/// If IsRollingProportional = false, duration in milliseconds for the counter roll-up animation for each element.
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/// If IsRollingProportional = true, duration in milliseconds for the counter roll-up animation in total.
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/// </summary>
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public ulong RollingDuration = 0;
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@ -90,7 +90,10 @@ namespace osu.Game.Graphics.UserInterface
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{
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if (Clock != null)
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{
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RollingTotalDuration = IsRollingProportional ? GetProportionalDuration(VisibleCount, value) : RollingDuration;
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RollingTotalDuration =
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IsRollingProportional
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? GetProportionalDuration(VisibleCount, value)
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: RollingDuration;
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transformCount(IsRollingContinuous ? VisibleCount : count, value);
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}
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count = value;
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@ -117,11 +120,12 @@ namespace osu.Game.Graphics.UserInterface
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}
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/// <summary>
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/// Calculates the duration of the rollover animation by using the difference between the current visible value and the new final value.
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/// Calculates the duration of the roll-up animation by using the difference between the current visible value
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/// and the new final value.
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/// </summary>
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/// <remarks>
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/// Intended to be used in conjunction with IsRolloverProportional = true.
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/// If you're sure your superclass won't never need to be proportional, then it is not necessary to override this function.
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/// Intended to be used in conjunction with IsRollingProportional = true.
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/// Unless a derived class needs to have a proportional rolling, it is not necessary to override this function.
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/// </remarks>
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/// <param name="currentValue">Current visible value.</param>
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/// <param name="newValue">New final value.</param>
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@ -178,15 +182,17 @@ namespace osu.Game.Graphics.UserInterface
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}
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/// <summary>
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/// Called when the count is updated to add a transformer that changes the value of the visible count (i.e. implement the rollover animation).
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/// Called when the count is updated to add a transformer that changes the value of the visible count (i.e.
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/// implement the rollover animation).
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/// </summary>
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/// <param name="currentValue">Count value before modification.</param>
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/// <param name="newValue">Expected count value after modification-</param>
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/// <remarks>
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/// Unless you need to set a custom animation according to the current or new value of the count, the recommended approach is to call
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/// transformCount(CustomTransformer(Clock), currentValue, newValue), where CustomTransformer is a custom Transformer related to the
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/// type T of the RolloverCounter.
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/// By using this approach, there is no need to check if the Clock is not null; this validation is done before adding the transformer.
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/// Unless you need to set a custom animation according to the current or new value of the count, the
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/// recommended approach is to call transformCount(CustomTransformer(Clock), currentValue, newValue), where
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/// CustomTransformer is a custom Transformer related to the type T of the RolloverCounter.
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/// By using this approach, there is no need to check if the Clock is not null; this validation is done before
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/// adding the transformer.
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/// </remarks>
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protected abstract void transformCount(T currentValue, T newValue);
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@ -12,7 +12,7 @@ using System.Threading.Tasks;
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namespace osu.Game.Graphics.UserInterface
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{
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/// <summary>
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/// Uses the 'x' symbol and has a pop-out effect while rolling over. Used by osu! standard.
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/// Uses the 'x' symbol and has a pop-out effect while rolling over. Used in osu! standard.
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/// </summary>
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public class StandardComboCounter : ULongCounter
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{
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@ -44,11 +44,6 @@ namespace osu.Game.Graphics.UserInterface
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});
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}
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public override void ResetCount()
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{
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SetCountWithoutRolling(0);
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}
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protected override void updateTextSize()
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{
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base.updateTextSize();
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@ -14,7 +14,7 @@ using System.Threading.Tasks;
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namespace osu.Game.Graphics.UserInterface
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{
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/// <summary>
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/// A simple rollover counter that accepts unsigned long values.
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/// A simple rolling counter that accepts unsigned long values.
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/// </summary>
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public class ULongCounter : RollingCounter<ulong>
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{
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