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osu-lazer/osu.Game/Screens/Play/HUD/KeyCounterDisplay.cs

86 lines
2.9 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.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics.Containers;
using osu.Game.Configuration;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
namespace osu.Game.Screens.Play.HUD
{
/// <summary>
/// A flowing display of all gameplay keys. Individual keys can be added using <see cref="InputTrigger"/> implementations.
/// </summary>
public abstract partial class KeyCounterDisplay : CompositeDrawable, ISerialisableDrawable
{
/// <summary>
/// Whether the key counter should be visible regardless of the configuration value.
/// This is true by default, but can be changed.
/// </summary>
public Bindable<bool> AlwaysVisible { get; } = new Bindable<bool>(true);
/// <summary>
/// The <see cref="KeyCounter"/>s contained in this <see cref="KeyCounterDisplay"/>.
/// </summary>
public IEnumerable<KeyCounter> Counters => KeyFlow;
protected abstract FillFlowContainer<KeyCounter> KeyFlow { get; }
protected readonly Bindable<bool> ConfigVisibility = new Bindable<bool>();
[Resolved]
private KeyCounterController controller { get; set; } = null!;
protected abstract void UpdateVisibility();
/// <summary>
/// Add a <see cref="InputTrigger"/> to this display.
/// </summary>
public void Add(InputTrigger trigger)
{
var keyCounter = CreateCounter(trigger);
KeyFlow.Add(keyCounter);
}
/// <summary>
/// Add a range of <see cref="InputTrigger"/> to this display.
/// </summary>
public void AddRange(IEnumerable<InputTrigger> triggers) => triggers.ForEach(Add);
protected abstract KeyCounter CreateCounter(InputTrigger trigger);
[BackgroundDependencyLoader]
private void load(OsuConfigManager config, DrawableRuleset? drawableRuleset)
{
config.BindWith(OsuSetting.KeyOverlay, ConfigVisibility);
if (drawableRuleset != null)
AlwaysVisible.BindTo(drawableRuleset.HasReplayLoaded);
}
protected override void LoadComplete()
{
base.LoadComplete();
controller.OnNewTrigger += Add;
AddRange(controller.Triggers);
AlwaysVisible.BindValueChanged(_ => UpdateVisibility());
ConfigVisibility.BindValueChanged(_ => UpdateVisibility(), true);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
controller.OnNewTrigger -= Add;
}
public bool UsesFixedAnchor { get; set; }
}
}