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

84 lines
2.6 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.Collections.Generic;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osuTK.Graphics;
namespace osu.Game.Screens.Play.HUD
{
public partial class DefaultKeyCounterDisplay : KeyCounterDisplay
{
private const int duration = 100;
private const double key_fade_time = 80;
private readonly FillFlowContainer<DefaultKeyCounter> keyFlow = new FillFlowContainer<DefaultKeyCounter>();
public override IEnumerable<KeyCounter> Counters => keyFlow;
public DefaultKeyCounterDisplay()
{
keyFlow.Direction = FillDirection.Horizontal;
keyFlow.AutoSizeAxes = Axes.Both;
keyFlow.Alpha = 0;
InternalChild = keyFlow;
}
protected override void Update()
{
base.Update();
// Don't use autosize as it will shrink to zero when KeyFlow is hidden.
// In turn this can cause the display to be masked off screen and never become visible again.
Size = keyFlow.Size;
}
public override void AddTrigger(InputTrigger trigger)
{
DefaultKeyCounter key = new DefaultKeyCounter(trigger);
keyFlow.Add(key);
key.FadeTime = key_fade_time;
key.KeyDownTextColor = KeyDownTextColor;
key.KeyUpTextColor = KeyUpTextColor;
}
protected override void UpdateVisibility() =>
// Isolate changing visibility of the key counters from fading this component.
keyFlow.FadeTo(AlwaysVisible.Value || ConfigVisibility.Value ? 1 : 0, duration);
private Color4 keyDownTextColor = Color4.DarkGray;
public Color4 KeyDownTextColor
{
get => keyDownTextColor;
set
{
if (value != keyDownTextColor)
{
keyDownTextColor = value;
foreach (var child in keyFlow)
child.KeyDownTextColor = value;
}
}
}
private Color4 keyUpTextColor = Color4.White;
public Color4 KeyUpTextColor
{
get => keyUpTextColor;
set
{
if (value != keyUpTextColor)
{
keyUpTextColor = value;
foreach (var child in keyFlow)
child.KeyUpTextColor = value;
}
}
}
}
}