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Add ModFlowDisplay
and consume in ContractedPanelMiddleContent
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commit
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@ -0,0 +1,49 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Play.HUD;
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namespace osu.Game.Tests.Visual.UserInterface
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{
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public class TestSceneModFlowDisplay : OsuTestScene
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{
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private ModFlowDisplay modFlow;
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[SetUp]
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public void SetUp() => Schedule(() =>
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{
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Child = modFlow = new ModFlowDisplay
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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AutoSizeAxes = Axes.Y,
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RelativeSizeAxes = Axes.None,
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Width = 200,
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Current =
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{
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Value = new OsuRuleset().GetAllMods().ToArray(),
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}
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};
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});
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[Test]
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public void TestWrapping()
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{
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AddSliderStep("icon size", 0.1f, 2, 1, val =>
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{
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if (modFlow != null)
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modFlow.IconScale = val;
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});
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AddSliderStep("flow width", 100, 500, 200, val =>
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{
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if (modFlow != null)
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modFlow.Width = val;
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});
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}
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}
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}
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@ -16,7 +16,7 @@ using osuTK;
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namespace osu.Game.Screens.Play.HUD
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{
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/// <summary>
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/// Displays a single-line horizontal auto-sized flow of mods.
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/// Displays a single-line horizontal auto-sized flow of mods. For cases where wrapping is required, use <see cref="ModFlowDisplay"/> instead.
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/// </summary>
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public class ModDisplay : CompositeDrawable, IHasCurrentValue<IReadOnlyList<Mod>>
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{
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83
osu.Game/Screens/Play/HUD/ModFlowDisplay.cs
Normal file
83
osu.Game/Screens/Play/HUD/ModFlowDisplay.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.UI;
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using osuTK;
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namespace osu.Game.Screens.Play.HUD
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{
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/// <summary>
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/// A horizontally wrapping display of mods. For cases where wrapping is not required, use <see cref="ModDisplay"/> instead.
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/// </summary>
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public class ModFlowDisplay : ReverseChildIDFillFlowContainer<ModIcon>, IHasCurrentValue<IReadOnlyList<Mod>>
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{
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private const int fade_duration = 1000;
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private readonly BindableWithCurrent<IReadOnlyList<Mod>> current = new BindableWithCurrent<IReadOnlyList<Mod>>();
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public Bindable<IReadOnlyList<Mod>> Current
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{
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get => current.Current;
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set
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{
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if (value == null)
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throw new ArgumentNullException(nameof(value));
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current.Current = value;
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}
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}
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private float iconScale = 1;
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public float IconScale
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{
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get => iconScale;
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set
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{
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iconScale = value;
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updateDisplay();
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}
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}
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public ModFlowDisplay()
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{
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Direction = FillDirection.Full;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Current.BindValueChanged(_ => updateDisplay(), true);
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this.FadeInFromZero(fade_duration, Easing.OutQuint);
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}
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private void updateDisplay()
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{
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Clear();
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if (current.Value == null) return;
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Spacing = new Vector2(0, -12 * iconScale);
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foreach (Mod mod in current.Value)
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{
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Add(new ModIcon(mod)
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{
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Scale = new Vector2(0.6f * iconScale),
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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});
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}
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}
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}
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}
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@ -131,13 +131,14 @@ namespace osu.Game.Screens.Ranking.Contracted
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createStatistic("Accuracy", $"{score.Accuracy.FormatAccuracy()}"),
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}
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},
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new ModDisplay
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new ModFlowDisplay
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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ExpansionMode = ExpansionMode.AlwaysExpanded,
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AutoSizeAxes = Axes.Y,
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RelativeSizeAxes = Axes.X,
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Current = { Value = score.Mods },
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Scale = new Vector2(0.5f),
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IconScale = 0.5f,
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}
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}
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}
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