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osu-lazer/osu.Game/Screens/Play/HUD/SkinnableModDisplay.cs
Thomas Müller 0a00f7a7c2 Implement skinnable mod display
Also makes the mod display initialization sequence (start expanded, then
unexpand) controlled by HUDOverlay rather than mod display itself. This
enabled different treatment depending on whether the mod display is
viewed in the skin editor or in the player.

Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
2024-12-07 12:06:33 +09:00

52 lines
1.9 KiB
C#

// 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 System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Skinning;
namespace osu.Game.Screens.Play.HUD
{
/// <summary>
/// Displays a single-line horizontal auto-sized flow of mods. For cases where wrapping is required, use <see cref="ModFlowDisplay"/> instead.
/// </summary>
public partial class SkinnableModDisplay : CompositeDrawable, ISerialisableDrawable
{
private ModDisplay modDisplay = null!;
[Resolved]
private Bindable<IReadOnlyList<Mod>> mods { get; set; } = null!;
[SettingSource("Show extended info", "Whether to show extended information for each mod.")]
public Bindable<bool> ShowExtendedInformation { get; } = new Bindable<bool>(true);
[SettingSource("Expansion mode", "How the mod display expands when interacted with.")]
public Bindable<ExpansionMode> ExpansionModeSetting { get; } = new Bindable<ExpansionMode>(ExpansionMode.ExpandOnHover);
[BackgroundDependencyLoader]
private void load()
{
InternalChild = modDisplay = new ModDisplay();
modDisplay.Current = mods;
AutoSizeAxes = Axes.Both;
}
protected override void LoadComplete()
{
base.LoadComplete();
ShowExtendedInformation.BindValueChanged(_ => modDisplay.ShowExtendedInformation = ShowExtendedInformation.Value, true);
ExpansionModeSetting.BindValueChanged(_ => modDisplay.ExpansionMode = ExpansionModeSetting.Value, true);
FinishTransforms(true);
}
public bool UsesFixedAnchor { get; set; }
}
}