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mirror of https://github.com/ppy/osu.git synced 2025-02-13 12:02:54 +08:00

Tidy up draw hierarchy and bindable logic

This commit is contained in:
Dean Herbert 2021-03-16 18:40:21 +09:00
parent 932745e5c4
commit bba25a0182
2 changed files with 95 additions and 96 deletions

View File

@ -25,7 +25,7 @@ namespace osu.Game.Overlays.Settings.Sections.Input
private readonly Bindable<Size> areaOffset = new BindableSize();
private readonly Bindable<Size> areaSize = new BindableSize();
private readonly Bindable<Size> tabletSize = new BindableSize();
private readonly IBindable<Size> tabletSize = new BindableSize();
private OsuSpriteText tabletName;
@ -95,7 +95,7 @@ namespace osu.Game.Overlays.Settings.Sections.Input
checkBounds();
}, true);
((IBindable<Size>)tabletSize).BindTo(handler.TabletSize);
tabletSize.BindTo(handler.TabletSize);
tabletSize.BindValueChanged(val =>
{
tabletContainer.Size = new Vector2(val.NewValue.Width, val.NewValue.Height);
@ -123,6 +123,9 @@ namespace osu.Game.Overlays.Settings.Sections.Input
var size = tabletSize.Value;
if (size == System.Drawing.Size.Empty)
return;
float fitX = size.Width / DrawWidth;
float fitY = size.Height / DrawHeight;

View File

@ -17,7 +17,7 @@ namespace osu.Game.Overlays.Settings.Sections.Input
private readonly BindableSize areaOffset = new BindableSize();
private readonly BindableSize areaSize = new BindableSize();
private readonly BindableSize tabletSize = new BindableSize();
private readonly IBindable<Size> tabletSize = new BindableSize();
private readonly BindableNumber<int> offsetX = new BindableNumber<int> { MinValue = 0 };
private readonly BindableNumber<int> offsetY = new BindableNumber<int> { MinValue = 0 };
@ -54,99 +54,6 @@ namespace osu.Game.Overlays.Settings.Sections.Input
[BackgroundDependencyLoader]
private void load()
{
areaOffset.BindTo(tabletHandler.AreaOffset);
areaOffset.BindValueChanged(val =>
{
offsetX.Value = val.NewValue.Width;
offsetY.Value = val.NewValue.Height;
}, true);
offsetX.BindValueChanged(val => areaOffset.Value = new Size(val.NewValue, areaOffset.Value.Height));
offsetY.BindValueChanged(val => areaOffset.Value = new Size(areaOffset.Value.Width, val.NewValue));
areaSize.BindTo(tabletHandler.AreaSize);
areaSize.BindValueChanged(val =>
{
sizeX.Value = val.NewValue.Width;
sizeY.Value = val.NewValue.Height;
aspectRatioApplication?.Cancel();
aspectRatioApplication = Schedule(() => applyAspectRatio(val));
}, true);
sizeX.BindValueChanged(val => areaSize.Value = new Size(val.NewValue, areaSize.Value.Height));
sizeY.BindValueChanged(val => areaSize.Value = new Size(areaSize.Value.Width, val.NewValue));
aspectRatio.BindValueChanged(aspect =>
{
aspectRatioApplication?.Cancel();
aspectRatioApplication = Schedule(() => forceAspectRatio(aspect.NewValue));
});
((IBindable<Size>)tabletSize).BindTo(tabletHandler.TabletSize);
tabletSize.BindValueChanged(val =>
{
if (tabletSize.Value == System.Drawing.Size.Empty)
return;
// todo: these should propagate from a TabletChanged event or similar.
offsetX.MaxValue = val.NewValue.Width;
sizeX.Default = sizeX.MaxValue = val.NewValue.Width;
offsetY.MaxValue = val.NewValue.Height;
sizeY.Default = sizeY.MaxValue = val.NewValue.Height;
areaSize.Default = new Size(sizeX.Default, sizeY.Default);
updateDisplay();
}, true);
}
private float curentAspectRatio => (float)sizeX.Value / sizeY.Value;
private void applyAspectRatio(ValueChangedEvent<Size> sizeChanged)
{
float proposedAspectRatio = curentAspectRatio;
try
{
if (!aspectLock.Value)
{
// aspect ratio was in a valid range.
if (proposedAspectRatio >= aspectRatio.MinValue && proposedAspectRatio <= aspectRatio.MaxValue)
{
updateAspectRatio();
return;
}
}
if (sizeChanged.NewValue.Width != sizeChanged.OldValue.Width)
{
areaSize.Value = new Size(areaSize.Value.Width, (int)(areaSize.Value.Width / aspectRatio.Value));
}
else
{
areaSize.Value = new Size((int)(areaSize.Value.Height * aspectRatio.Value), areaSize.Value.Height);
}
}
finally
{
// cancel any event which may have fired while updating variables as a result of aspect ratio limitations.
// this avoids a potential feedback loop.
aspectRatioApplication?.Cancel();
}
}
private void updateAspectRatio()
{
aspectRatio.Value = curentAspectRatio;
}
private void updateDisplay()
{
if (Children.Count > 0)
return;
Children = new Drawable[]
{
new TabletAreaSelection(tabletHandler)
@ -204,6 +111,91 @@ namespace osu.Game.Overlays.Settings.Sections.Input
Current = sizeY
},
};
areaOffset.BindTo(tabletHandler.AreaOffset);
areaOffset.BindValueChanged(val =>
{
offsetX.Value = val.NewValue.Width;
offsetY.Value = val.NewValue.Height;
}, true);
offsetX.BindValueChanged(val => areaOffset.Value = new Size(val.NewValue, areaOffset.Value.Height));
offsetY.BindValueChanged(val => areaOffset.Value = new Size(areaOffset.Value.Width, val.NewValue));
areaSize.BindTo(tabletHandler.AreaSize);
areaSize.BindValueChanged(val =>
{
sizeX.Value = val.NewValue.Width;
sizeY.Value = val.NewValue.Height;
}, true);
sizeX.BindValueChanged(val =>
{
areaSize.Value = new Size(val.NewValue, areaSize.Value.Height);
aspectRatioApplication?.Cancel();
aspectRatioApplication = Schedule(() => applyAspectRatio(sizeX));
});
sizeY.BindValueChanged(val =>
{
areaSize.Value = new Size(areaSize.Value.Width, val.NewValue);
aspectRatioApplication?.Cancel();
aspectRatioApplication = Schedule(() => applyAspectRatio(sizeY));
});
aspectRatio.BindValueChanged(aspect =>
{
aspectRatioApplication?.Cancel();
aspectRatioApplication = Schedule(() => forceAspectRatio(aspect.NewValue));
});
tabletSize.BindTo(tabletHandler.TabletSize);
tabletSize.BindValueChanged(val =>
{
if (tabletSize.Value == System.Drawing.Size.Empty)
return;
// todo: these should propagate from a TabletChanged event or similar.
offsetX.MaxValue = val.NewValue.Width;
sizeX.Default = sizeX.MaxValue = val.NewValue.Width;
offsetY.MaxValue = val.NewValue.Height;
sizeY.Default = sizeY.MaxValue = val.NewValue.Height;
areaSize.Default = new Size(sizeX.Default, sizeY.Default);
}, true);
}
private void applyAspectRatio(BindableNumber<int> sizeChanged)
{
try
{
if (!aspectLock.Value)
{
float proposedAspectRatio = curentAspectRatio;
if (proposedAspectRatio >= aspectRatio.MinValue && proposedAspectRatio <= aspectRatio.MaxValue)
{
// aspect ratio was in a valid range.
updateAspectRatio();
return;
}
}
// if lock is applied (or the specified values were out of range) aim to adjust the axis the user was not adjusting to conform.
if (sizeChanged == sizeX)
sizeY.Value = (int)(areaSize.Value.Width / aspectRatio.Value);
else
sizeX.Value = (int)(areaSize.Value.Height * aspectRatio.Value);
}
finally
{
// cancel any event which may have fired while updating variables as a result of aspect ratio limitations.
// this avoids a potential feedback loop.
aspectRatioApplication?.Cancel();
}
}
private void forceAspectRatio(float aspectRatio)
@ -222,5 +214,9 @@ namespace osu.Game.Overlays.Settings.Sections.Input
aspectRatioApplication?.Cancel();
aspectLock.Value = true;
}
private void updateAspectRatio() => aspectRatio.Value = curentAspectRatio;
private float curentAspectRatio => (float)sizeX.Value / sizeY.Value;
}
}