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Refactor DifficultyAdjustSettingsControl
to help with readability
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51bd83b3f4
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@ -18,11 +18,14 @@ namespace osu.Game.Rulesets.Mods
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/// <summary>
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/// <summary>
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/// Used to track the display value on the setting slider.
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/// Used to track the display value on the setting slider.
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/// This can either be a user override or the beatmap default (when <see cref="Current"/> is null).
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/// </summary>
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/// </summary>
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private readonly BindableNumber<float> displayNumber = new BindableNumber<float>();
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/// <remarks>
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/// When the mod is overriding a default, this will match the value of <see cref="Current"/>.
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/// When there is no override (ie. <see cref="Current"/> is null), this value will match the beatmap provided default via <see cref="updateFromDifficulty"/>.
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/// </remarks>
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private readonly BindableNumber<float> sliderDisplayCurrent = new BindableNumber<float>();
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protected override Drawable CreateControl() => new SliderControl(displayNumber);
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protected override Drawable CreateControl() => new SliderControl(sliderDisplayCurrent);
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private bool isInternalChange;
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private bool isInternalChange;
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@ -33,11 +36,10 @@ namespace osu.Game.Rulesets.Mods
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get => base.Current;
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get => base.Current;
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set
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set
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{
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{
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// intercept and extract the DifficultyBindable.
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// Intercept and extract the internal number bindable from DifficultyBindable.
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// This will provide bounds and precision specifications for the slider bar.
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difficultyBindable = (DifficultyBindable)value;
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difficultyBindable = (DifficultyBindable)value;
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sliderDisplayCurrent.BindTo(difficultyBindable.CurrentNumber);
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// this bind is used to transfer bounds/precision only.
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displayNumber.BindTo(difficultyBindable.CurrentNumber);
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base.Current = value;
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base.Current = value;
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}
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}
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@ -51,15 +53,22 @@ namespace osu.Game.Rulesets.Mods
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Current.BindValueChanged(current =>
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Current.BindValueChanged(current =>
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{
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{
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// the user override has changed; transfer the correct value to the visual display.
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if (current.NewValue != null)
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if (current.NewValue == null)
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{
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updateFromDifficulty();
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// a user override has been added or updated.
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sliderDisplayCurrent.Value = current.NewValue.Value;
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}
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else
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else
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displayNumber.Value = current.NewValue.Value;
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{
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// user override was removed, so restore the beatmap provided value.
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updateFromDifficulty();
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}
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});
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});
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displayNumber.BindValueChanged(number =>
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sliderDisplayCurrent.BindValueChanged(number =>
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{
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{
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// this handles the transfer of the slider value to the main bindable.
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// as such, should be skipped if the slider is being updated via updateFromDifficulty().
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if (!isInternalChange)
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if (!isInternalChange)
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Current.Value = number.NewValue;
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Current.Value = number.NewValue;
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});
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});
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@ -76,23 +85,16 @@ namespace osu.Game.Rulesets.Mods
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{
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{
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// ensure the beatmap's value is not transferred as a user override.
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// ensure the beatmap's value is not transferred as a user override.
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isInternalChange = true;
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isInternalChange = true;
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displayNumber.Value = difficultyBindable.ReadCurrentFromDifficulty(difficulty);
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sliderDisplayCurrent.Value = difficultyBindable.ReadCurrentFromDifficulty(difficulty);
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isInternalChange = false;
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isInternalChange = false;
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}
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}
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}
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}
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private class SliderControl : CompositeDrawable, IHasCurrentValue<float?>
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private class SliderControl : CompositeDrawable, IHasCurrentValue<float?>
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{
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{
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private readonly BindableWithCurrent<float?> current = new BindableWithCurrent<float?>();
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// This is required as SettingsItem relies heavily on this bindable for internal use.
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// The actual update flow is done via the bindable provided in the constructor.
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// Mainly just for fulfilling the interface requirements.
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public Bindable<float?> Current { get; set; } = new Bindable<float?>();
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// The actual update flow is done via the provided number.
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// Of note, this is used for the "reset to default" flow.
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public Bindable<float?> Current
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{
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get => current.Current;
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set => current.Current = value;
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}
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public SliderControl(BindableNumber<float> currentNumber)
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public SliderControl(BindableNumber<float> currentNumber)
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{
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{
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