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osu-lazer/osu.Game/Extensions/DrawableExtensions.cs
2021-06-06 07:18:08 -04:00

94 lines
5.6 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;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Bindings;
using osu.Framework.Threading;
using osu.Game.Screens.Play.HUD;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Extensions
{
public static class DrawableExtensions
{
public const double REPEAT_INTERVAL = 70;
public const double INITIAL_DELAY = 250;
/// <summary>
/// Helper method that is used while <see cref="IKeyBindingHandler"/> doesn't support repetitions of <see cref="IKeyBindingHandler{T}.OnPressed"/>.
/// Simulates repetitions by continually invoking a delegate according to the default key repeat rate.
/// </summary>
/// <remarks>
/// The returned delegate can be cancelled to stop repeat events from firing (usually in <see cref="IKeyBindingHandler{T}.OnReleased"/>).
/// </remarks>
/// <param name="handler">The <see cref="IKeyBindingHandler{T}"/> which is handling the repeat.</param>
/// <param name="scheduler">The <see cref="Scheduler"/> to schedule repetitions on.</param>
/// <param name="action">The <see cref="Action"/> to be invoked once immediately and with every repetition.</param>
/// <param name="initialRepeatDelay">The delay imposed on the first repeat. Defaults to <see cref="INITIAL_DELAY"/>.</param>
/// <returns>A <see cref="ScheduledDelegate"/> which can be cancelled to stop the repeat events from firing.</returns>
public static ScheduledDelegate BeginKeyRepeat(this IKeyBindingHandler handler, Scheduler scheduler, Action action, double initialRepeatDelay = INITIAL_DELAY)
{
action();
ScheduledDelegate repeatDelegate = new ScheduledDelegate(action, handler.Time.Current + initialRepeatDelay, REPEAT_INTERVAL);
scheduler.Add(repeatDelegate);
return repeatDelegate;
}
/// <summary>
/// Accepts a delta vector in screen-space coordinates and converts it to one which can be applied to this drawable's position.
/// </summary>
/// <param name="drawable">The drawable.</param>
/// <param name="delta">A delta in screen-space coordinates.</param>
/// <returns>The delta vector in Parent's coordinates.</returns>
public static Vector2 ScreenSpaceDeltaToParentSpace(this Drawable drawable, Vector2 delta) =>
drawable.Parent.ToLocalSpace(drawable.Parent.ToScreenSpace(Vector2.Zero) + delta);
public static SkinnableInfo CreateSkinnableInfo(this Drawable component) => new SkinnableInfo(component);
public static void ApplySkinnableInfo(this Drawable component, SkinnableInfo info)
{
// todo: can probably make this better via deserialisation directly using a common interface.
component.Position = info.Position;
component.Rotation = info.Rotation;
component.Scale = info.Scale;
component.Anchor = info.Anchor;
component.Origin = info.Origin;
component.IsUsingClosestAnchor().Value = !info.IsNotUsingClosestAnchor;
if (component is Container container)
{
foreach (var child in info.Children)
container.Add(child.CreateInstance());
}
}
/// <remarks>
/// <p>A <see cref="ConditionalWeakTable{TKey,TValue}">ConditionalWeakTable</see> is preferable to a <see cref="Dictionary{TKey,TValue}">Dictionary</see> because a <c>Dictionary</c> will keep
/// orphaned references to an <see cref="ISkinnableDrawable"/> forever, unless manually pruned.</p>
/// <p><see cref="BindableBool"/> is used as a thin wrapper around <see cref="System.Boolean">bool</see> because <c>ConditionalWeakTable</c> requires a reference type as both a key and a value.</p>
/// <p><see cref="IDrawable"/> was chosen over <see cref="Drawable"/> because it is a common ancestor between <see cref="Drawable"/> (which is required for <see cref="Drawable.Anchor"/> logic)
/// and <see cref="ISkinnableDrawable"/> (which is required for serialization via <see cref="SkinnableInfo"/>).</p>
/// <p>This collection is thread-safe according to the
/// <a href="https://docs.microsoft.com/en-us/dotnet/api/system.runtime.compilerservices.conditionalweaktable-2?view=net-5.0#thread-safety">documentation</a>,
/// but the <c>BindableBool</c>s are not unless <see cref="Bindable{T}.BeginLease">leased</see>.</p>
/// </remarks>
private static readonly ConditionalWeakTable<IDrawable, BindableBool> is_drawable_using_closest_anchor_lookup = new ConditionalWeakTable<IDrawable, BindableBool>();
/// <summary>
/// Gets or creates a <see cref="BindableBool"/> representing whether <paramref name="drawable"/> is using the closest <see cref="Drawable.Anchor">anchor point</see> within its
/// <see cref="Drawable.Parent">parent</see>.
/// </summary>
/// <returns>A <see cref="BindableBool"/> whose <see cref="Bindable{T}.Value"/> is <see langword="true"/> if the <see cref="IDrawable"/> is using the closest anchor point,
/// otherwise <see langword="false"/>.</returns>
public static BindableBool IsUsingClosestAnchor(this IDrawable drawable) =>
is_drawable_using_closest_anchor_lookup.GetValue(drawable, _ => new BindableBool(true));
}
}