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94 lines
3.1 KiB
C#
94 lines
3.1 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Specialized;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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namespace osu.Game.Screens.Play.HUD
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{
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/// <summary>
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/// A flowing display of all gameplay keys. Individual keys can be added using <see cref="InputTrigger"/> implementations.
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/// </summary>
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public abstract partial class KeyCounterDisplay : Container, ISerialisableDrawable
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{
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/// <summary>
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/// Whether the key counter should be visible regardless of the configuration value.
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/// This is true by default, but can be changed.
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/// </summary>
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public Bindable<bool> AlwaysVisible { get; } = new Bindable<bool>(true);
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protected abstract FillFlowContainer<KeyCounter> KeyFlow { get; }
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protected readonly Bindable<bool> ConfigVisibility = new Bindable<bool>();
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private readonly IBindableList<InputTrigger> triggers = new BindableList<InputTrigger>();
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protected override Container<Drawable> Content { get; } = new Container
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{
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Alpha = 0,
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AutoSizeAxes = Axes.Both,
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};
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[Resolved]
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private InputCountController controller { get; set; } = null!;
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private const int duration = 100;
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protected KeyCounterDisplay()
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{
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AddInternal(Content);
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config, DrawableRuleset? drawableRuleset)
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{
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AutoSizeAxes = Axes.Both;
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config.BindWith(OsuSetting.KeyOverlay, ConfigVisibility);
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if (drawableRuleset != null)
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AlwaysVisible.BindTo(drawableRuleset.HasReplayLoaded);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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triggers.BindTo(controller.Triggers);
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triggers.BindCollectionChanged(triggersChanged, true);
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AlwaysVisible.BindValueChanged(_ => UpdateVisibility());
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ConfigVisibility.BindValueChanged(_ => UpdateVisibility(), true);
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}
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protected void UpdateVisibility()
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{
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bool visible = AlwaysVisible.Value || ConfigVisibility.Value;
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// Isolate changing visibility of the key counters from fading this component.
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Content.FadeTo(visible ? 1 : 0, duration);
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// Ensure a valid size is immediately obtained even if partially off-screen
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// See https://github.com/ppy/osu/issues/14793.
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Content.AlwaysPresent = visible;
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}
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protected abstract KeyCounter CreateCounter(InputTrigger trigger);
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private void triggersChanged(object? sender, NotifyCollectionChangedEventArgs e)
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{
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KeyFlow.Clear();
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foreach (var trigger in controller.Triggers)
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KeyFlow.Add(CreateCounter(trigger));
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}
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public bool UsesFixedAnchor { get; set; }
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}
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}
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