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Refactor InputCountController
to not require being added to foreign body via Attach
I've made the flow match `ClicksPerSecondCalculator` as close as possible. Hopefully this reads better.
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@ -48,13 +48,16 @@ namespace osu.Game.Tests.Visual.Gameplay
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}
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};
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controller.AddRange(new InputTrigger[]
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var inputTriggers = new InputTrigger[]
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{
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new KeyCounterKeyboardTrigger(Key.X),
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new KeyCounterKeyboardTrigger(Key.X),
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new KeyCounterMouseTrigger(MouseButton.Left),
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new KeyCounterMouseTrigger(MouseButton.Right),
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});
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};
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AddRange(inputTriggers);
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controller.AddRange(inputTriggers);
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AddStep("Add random", () =>
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{
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@ -162,25 +162,22 @@ namespace osu.Game.Rulesets.UI
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public void Attach(InputCountController inputCountController)
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{
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KeyBindingContainer.Add(inputCountController);
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var triggers = KeyBindingContainer.DefaultKeyBindings
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.Select(b => b.GetAction<T>())
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.Distinct()
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.OrderBy(action => action)
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.Select(action => new KeyCounterActionTrigger<T>(action))
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.ToArray();
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inputCountController.AddRange(KeyBindingContainer.DefaultKeyBindings
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.Select(b => b.GetAction<T>())
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.Distinct()
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.OrderBy(action => action)
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.Select(action => new KeyCounterActionTrigger<T>(action)));
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KeyBindingContainer.AddRange(triggers);
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inputCountController.AddRange(triggers);
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}
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#endregion
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#region Keys per second Counter Attachment
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public void Attach(ClicksPerSecondCalculator calculator)
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{
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var listener = new ActionListener(calculator);
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KeyBindingContainer.Add(listener);
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}
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public void Attach(ClicksPerSecondCalculator calculator) => KeyBindingContainer.Add(new ActionListener(calculator));
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private partial class ActionListener : Component, IKeyBindingHandler<T>
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{
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@ -1,7 +1,6 @@
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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.Extensions.IEnumerableExtensions;
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@ -17,26 +16,20 @@ namespace osu.Game.Screens.Play.HUD
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{
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public readonly Bindable<bool> IsCounting = new BindableBool(true);
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public event Action<InputTrigger>? OnNewTrigger;
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private readonly BindableList<InputTrigger> triggers = new BindableList<InputTrigger>();
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private readonly Container<InputTrigger> triggers;
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public IBindableList<InputTrigger> Triggers => triggers;
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public IReadOnlyList<InputTrigger> Triggers => triggers;
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public InputCountController()
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{
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InternalChild = triggers = new Container<InputTrigger>();
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}
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public void AddRange(IEnumerable<InputTrigger> triggers) => triggers.ForEach(Add);
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public void Add(InputTrigger trigger)
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{
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// Note that these triggers are not added to the hierarchy here. It is presumed they are added externally at a
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// more correct location (ie. inside a RulesetInputManager).
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triggers.Add(trigger);
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trigger.IsCounting.BindTo(IsCounting);
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OnNewTrigger?.Invoke(trigger);
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}
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public void AddRange(IEnumerable<InputTrigger> inputTriggers) => inputTriggers.ForEach(Add);
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public override bool HandleNonPositionalInput => true;
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public override bool HandlePositionalInput => true;
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}
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@ -1,11 +1,9 @@
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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.Collections.Generic;
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using System.Collections.Specialized;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.UI;
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@ -24,35 +22,17 @@ namespace osu.Game.Screens.Play.HUD
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/// </summary>
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public Bindable<bool> AlwaysVisible { get; } = new Bindable<bool>(true);
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/// <summary>
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/// The <see cref="KeyCounter"/>s contained in this <see cref="KeyCounterDisplay"/>.
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/// </summary>
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public IEnumerable<KeyCounter> Counters => KeyFlow;
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protected abstract FillFlowContainer<KeyCounter> KeyFlow { get; }
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protected readonly Bindable<bool> ConfigVisibility = new Bindable<bool>();
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private readonly IBindableList<InputTrigger> triggers = new BindableList<InputTrigger>();
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[Resolved]
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private InputCountController controller { get; set; } = null!;
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protected abstract void UpdateVisibility();
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/// <summary>
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/// Add a <see cref="InputTrigger"/> to this display.
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/// </summary>
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public void Add(InputTrigger trigger)
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{
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var keyCounter = CreateCounter(trigger);
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KeyFlow.Add(keyCounter);
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}
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/// <summary>
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/// Add a range of <see cref="InputTrigger"/> to this display.
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/// </summary>
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public void AddRange(IEnumerable<InputTrigger> triggers) => triggers.ForEach(Add);
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protected abstract KeyCounter CreateCounter(InputTrigger trigger);
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[BackgroundDependencyLoader]
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@ -68,19 +48,18 @@ namespace osu.Game.Screens.Play.HUD
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{
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base.LoadComplete();
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controller.OnNewTrigger += Add;
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AddRange(controller.Triggers);
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triggers.BindTo(controller.Triggers);
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triggers.BindCollectionChanged(triggersChanged, true);
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AlwaysVisible.BindValueChanged(_ => UpdateVisibility());
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ConfigVisibility.BindValueChanged(_ => UpdateVisibility(), true);
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}
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protected override void Dispose(bool isDisposing)
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private void triggersChanged(object? sender, NotifyCollectionChangedEventArgs e)
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{
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base.Dispose(isDisposing);
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if (controller.IsNotNull())
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controller.OnNewTrigger -= Add;
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KeyFlow.Clear();
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foreach (var trigger in controller.Triggers)
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KeyFlow.Add(CreateCounter(trigger));
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}
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public bool UsesFixedAnchor { get; set; }
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@ -111,9 +111,6 @@ namespace osu.Game.Screens.Play
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RelativeSizeAxes = Axes.Both;
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// intentionally not added to hierarchy here as it will be attached via `BindDrawableRuleset()`.
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InputCountController = new InputCountController();
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Children = new[]
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{
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CreateFailingLayer(),
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@ -161,6 +158,7 @@ namespace osu.Game.Screens.Play
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Spacing = new Vector2(5)
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},
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clicksPerSecondCalculator = new ClicksPerSecondCalculator(),
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InputCountController = new InputCountController(),
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};
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hideTargets = new List<Drawable> { mainComponents, rulesetComponents, topRightElements };
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