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58 lines
1.8 KiB
C#
58 lines
1.8 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 osu.Framework.Bindables;
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using osu.Framework.Graphics.Containers;
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namespace osu.Game.Screens.Play.HUD
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{
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/// <summary>
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/// An individual key display which is intended to be displayed within a <see cref="KeyCounterDisplay"/>.
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/// </summary>
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public abstract partial class KeyCounter : Container
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{
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/// <summary>
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/// The <see cref="InputTrigger"/> which activates and deactivates this <see cref="KeyCounter"/>.
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/// </summary>
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public readonly InputTrigger Trigger;
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/// <summary>
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/// The current count of registered key presses.
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/// </summary>
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public IBindable<int> CountPresses => Trigger.ActivationCount;
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/// <summary>
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/// Whether this <see cref="KeyCounter"/> is currently in the "activated" state because the associated key is currently pressed.
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/// </summary>
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public IBindable<bool> IsActive => isActive;
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private readonly Bindable<bool> isActive = new BindableBool();
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protected KeyCounter(InputTrigger trigger)
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{
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Trigger = trigger;
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Trigger.OnActivate += Activate;
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Trigger.OnDeactivate += Deactivate;
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}
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protected virtual void Activate(bool forwardPlayback = true)
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{
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isActive.Value = true;
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}
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protected virtual void Deactivate(bool forwardPlayback = true)
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{
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isActive.Value = false;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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Trigger.OnActivate -= Activate;
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Trigger.OnDeactivate -= Deactivate;
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}
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}
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}
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