1
0
mirror of https://github.com/ppy/osu.git synced 2024-09-22 06:47:24 +08:00
osu-lazer/osu.Game/Rulesets/Mods/DifficultyAdjustSettingsControl.cs

146 lines
5.2 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.
#nullable disable
using System;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterface;
using osu.Game.Overlays.Settings;
namespace osu.Game.Rulesets.Mods
{
public class DifficultyAdjustSettingsControl : SettingsItem<float?>
{
[Resolved]
private IBindable<WorkingBeatmap> beatmap { get; set; }
/// <summary>
/// Used to track the display value on the setting slider.
/// </summary>
/// <remarks>
/// When the mod is overriding a default, this will match the value of <see cref="Current"/>.
/// When there is no override (ie. <see cref="Current"/> is null), this value will match the beatmap provided default via <see cref="updateCurrentFromSlider"/>.
/// </remarks>
private readonly BindableNumber<float> sliderDisplayCurrent = new BindableNumber<float>();
protected override Drawable CreateControl() => new SliderControl(sliderDisplayCurrent);
/// <summary>
/// Guards against beatmap values displayed on slider bars being transferred to user override.
/// </summary>
private bool isInternalChange;
private DifficultyBindable difficultyBindable;
public override Bindable<float?> Current
{
get => base.Current;
set
{
// Intercept and extract the internal number bindable from DifficultyBindable.
// This will provide bounds and precision specifications for the slider bar.
difficultyBindable = (DifficultyBindable)value.GetBoundCopy();
sliderDisplayCurrent.BindTo(difficultyBindable.CurrentNumber);
base.Current = difficultyBindable;
}
}
protected override void LoadComplete()
{
base.LoadComplete();
Current.BindValueChanged(_ => updateCurrentFromSlider());
beatmap.BindValueChanged(_ => updateCurrentFromSlider(), true);
sliderDisplayCurrent.BindValueChanged(number =>
{
// this handles the transfer of the slider value to the main bindable.
// as such, should be skipped if the slider is being updated via updateFromDifficulty().
if (!isInternalChange)
Current.Value = number.NewValue;
});
}
private void updateCurrentFromSlider()
{
if (Current.Value != null)
{
// a user override has been added or updated.
sliderDisplayCurrent.Value = Current.Value.Value;
return;
}
var difficulty = beatmap.Value.BeatmapInfo.Difficulty;
// generally should always be implemented, else the slider will have a zero default.
if (difficultyBindable.ReadCurrentFromDifficulty == null)
return;
isInternalChange = true;
sliderDisplayCurrent.Value = difficultyBindable.ReadCurrentFromDifficulty(difficulty);
isInternalChange = false;
}
private class SliderControl : CompositeDrawable, IHasCurrentValue<float?>
{
// This is required as SettingsItem relies heavily on this bindable for internal use.
// The actual update flow is done via the bindable provided in the constructor.
private readonly DifficultyBindableWithCurrent current = new DifficultyBindableWithCurrent();
public Bindable<float?> Current
{
get => current.Current;
set => current.Current = value;
}
public SliderControl(BindableNumber<float> currentNumber)
{
InternalChildren = new Drawable[]
{
new OsuSliderBar<float>
{
RelativeSizeAxes = Axes.X,
Current = currentNumber,
KeyboardStep = 0.1f,
}
};
AutoSizeAxes = Axes.Y;
RelativeSizeAxes = Axes.X;
}
}
private class DifficultyBindableWithCurrent : DifficultyBindable, IHasCurrentValue<float?>
{
private Bindable<float?> currentBound;
public Bindable<float?> Current
{
get => this;
set
{
if (value == null)
throw new ArgumentNullException(nameof(value));
if (currentBound != null) UnbindFrom(currentBound);
BindTo(currentBound = value);
}
}
public DifficultyBindableWithCurrent(float? defaultValue = default)
: base(defaultValue)
{
}
protected override Bindable<float?> CreateInstance() => new DifficultyBindableWithCurrent();
}
}
}