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Merge pull request #21504 from Feodor0090/skin-fonts

Allow to change font of text elements
This commit is contained in:
Dean Herbert 2023-01-26 16:44:14 +09:00 committed by GitHub
commit e6f17b9a5e
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4 changed files with 54 additions and 11 deletions

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@ -3,6 +3,7 @@
#nullable disable
using System.ComponentModel;
using osu.Framework.Graphics.Sprites;
namespace osu.Game.Graphics
@ -115,6 +116,8 @@ namespace osu.Game.Graphics
{
Venera,
Torus,
[Description("Torus (alternate)")]
TorusAlternate,
Inter,
}

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@ -11,12 +11,11 @@ using osu.Framework.Bindables;
using osu.Framework.Extensions;
using osu.Framework.Extensions.LocalisationExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Extensions;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Localisation;
using osu.Game.Resources.Localisation.Web;
@ -24,10 +23,8 @@ using osu.Game.Resources.Localisation.Web;
namespace osu.Game.Skinning.Components
{
[UsedImplicitly]
public partial class BeatmapAttributeText : Container, ISkinnableDrawable
public partial class BeatmapAttributeText : FontAdjustableSkinComponent
{
public bool UsesFixedAnchor { get; set; }
[SettingSource("Attribute", "The attribute to be displayed.")]
public Bindable<BeatmapAttribute> Attribute { get; } = new Bindable<BeatmapAttribute>(BeatmapAttribute.StarRating);
@ -67,7 +64,6 @@ namespace osu.Game.Skinning.Components
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
Font = OsuFont.Default.With(size: 40)
}
};
}
@ -122,6 +118,8 @@ namespace osu.Game.Skinning.Components
text.Text = LocalisableString.Format(numberedTemplate, args);
}
protected override void SetFont(FontUsage font) => text.Font = font.With(size: 40);
}
public enum BeatmapAttribute

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@ -4,7 +4,7 @@
using JetBrains.Annotations;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
@ -12,17 +12,16 @@ using osu.Game.Graphics.Sprites;
namespace osu.Game.Skinning.Components
{
[UsedImplicitly]
public partial class TextElement : Container, ISkinnableDrawable
public partial class TextElement : FontAdjustableSkinComponent
{
public bool UsesFixedAnchor { get; set; }
[SettingSource("Text", "The text to be displayed.")]
public Bindable<string> Text { get; } = new Bindable<string>("Circles!");
private readonly OsuSpriteText text;
public TextElement()
{
AutoSizeAxes = Axes.Both;
OsuSpriteText text;
InternalChildren = new Drawable[]
{
text = new OsuSpriteText
@ -34,5 +33,7 @@ namespace osu.Game.Skinning.Components
};
text.Current.BindTo(Text);
}
protected override void SetFont(FontUsage font) => text.Font = font.With(size: 40);
}
}

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@ -0,0 +1,41 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Bindables;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Game.Configuration;
using osu.Game.Graphics;
namespace osu.Game.Skinning
{
/// <summary>
/// A skin component that contains text and allows the user to choose its font.
/// </summary>
public abstract partial class FontAdjustableSkinComponent : Container, ISkinnableDrawable
{
public bool UsesFixedAnchor { get; set; }
[SettingSource("Font", "The font to use.")]
public Bindable<Typeface> Font { get; } = new Bindable<Typeface>(Typeface.Torus);
/// <summary>
/// Implement to apply the user font selection to one or more components.
/// </summary>
protected abstract void SetFont(FontUsage font);
protected override void LoadComplete()
{
base.LoadComplete();
Font.BindValueChanged(e =>
{
// We only have bold weight for venera, so let's force that.
FontWeight fontWeight = e.NewValue == Typeface.Venera ? FontWeight.Bold : FontWeight.Regular;
FontUsage f = OsuFont.GetFont(e.NewValue, weight: fontWeight);
SetFont(f);
}, true);
}
}
}