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# Conflicts: # osu-framework # osu.Game/GameModes/OsuGameMode.cs # osu.Game/GameModes/Play/Player.cs # osu.Game/OsuGame.cs # osu.Game/Overlays/MusicController.cs # osu.Game/Overlays/Options/EditorSection.cs # osu.Game/Overlays/Options/Input/MouseOptions.cs # osu.Game/Overlays/Options/Online/InGameChatOptions.cs # osu.Game/Overlays/Options/SkinSection.cs
133 lines
4.4 KiB
C#
133 lines
4.4 KiB
C#
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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namespace osu.Game.Graphics.UserInterface
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{
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public abstract class KeyCounter : Container
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{
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private Sprite buttonSprite;
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private Sprite glowSprite;
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private Container textLayer;
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private SpriteText countSpriteText;
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public override string Name { get; }
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public bool IsCounting { get; set; }
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private int count;
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public int Count
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{
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get { return count; }
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private set
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{
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if (count != value)
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{
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count = value;
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countSpriteText.Text = value.ToString(@"#,0");
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}
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}
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}
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private bool isLit;
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public bool IsLit
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{
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get { return isLit; }
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protected set
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{
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if (isLit != value)
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{
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isLit = value;
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updateGlowSprite(value);
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if (value && IsCounting)
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Count++;
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}
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}
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}
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//further: change default values here and in KeyCounterCollection if needed, instead of passing them in every constructor
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public Color4 KeyDownTextColor { get; set; } = Color4.DarkGray;
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public Color4 KeyUpTextColor { get; set; } = Color4.White;
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public int FadeTime { get; set; } = 0;
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protected KeyCounter(string name)
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{
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Name = name;
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}
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[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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{
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Children = new Drawable[]
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{
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buttonSprite = new Sprite
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{
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Texture = textures.Get(@"KeyCounter/key-up"),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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glowSprite = new Sprite
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{
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Texture = textures.Get(@"KeyCounter/key-glow"),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Alpha = 0
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},
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textLayer = new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new SpriteText
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{
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Text = Name,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativePositionAxes = Axes.Both,
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Position = new Vector2(0, -0.25f),
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Colour = KeyUpTextColor
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},
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countSpriteText = new SpriteText
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{
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Text = Count.ToString(@"#,0"),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativePositionAxes = Axes.Both,
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Position = new Vector2(0, 0.25f),
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Colour = KeyUpTextColor
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}
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}
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}
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};
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//Set this manually because an element with Alpha=0 won't take it size to AutoSizeContainer,
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//so the size can be changing between buttonSprite and glowSprite.
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Height = buttonSprite.DrawHeight;
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Width = buttonSprite.DrawWidth;
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}
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private void updateGlowSprite(bool show)
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{
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if (show)
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{
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glowSprite.FadeIn(FadeTime);
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textLayer.FadeColour(KeyDownTextColor, FadeTime);
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}
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else
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{
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glowSprite.FadeOut(FadeTime);
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textLayer.FadeColour(KeyUpTextColor, FadeTime);
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}
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}
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public void ResetCount() => Count = 0;
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}
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}
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