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57 lines
2.0 KiB
C#
57 lines
2.0 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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#nullable disable
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using osu.Framework.Bindables;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Overlays.Mods
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{
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/// <summary>
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/// Wrapper class used to store the current state of a mod shown on the <see cref="ModSelectOverlay"/>.
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/// Used primarily to decouple data from drawable logic.
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/// </summary>
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public class ModState
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{
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/// <summary>
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/// The mod that whose state this instance describes.
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/// </summary>
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public Mod Mod { get; }
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/// <summary>
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/// Whether the mod is currently selected.
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/// </summary>
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public BindableBool Active { get; } = new BindableBool();
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/// <summary>
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/// Whether the mod requires further customisation.
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/// This flag is read by the <see cref="ModSelectOverlay"/> to determine if the customisation panel should be opened after a mod change
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/// and cleared after reading.
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/// </summary>
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public bool PendingConfiguration { get; set; }
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/// <summary>
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/// Whether the mod is currently valid for selection.
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/// This can be <see langword="false"/> in scenarios such as the free mod select overlay, where not all mods are selectable
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/// regardless of search criteria imposed by the user selecting.
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/// </summary>
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public BindableBool ValidForSelection { get; } = new BindableBool(true);
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/// <summary>
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/// Determine if <see cref="Mod"/> is valid and can be shown
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/// </summary>
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public bool IsValid => MatchingFilter.Value && ValidForSelection.Value;
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/// <summary>
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/// Whether the mod is matching the current filter, i.e. it is available for user selection.
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/// </summary>
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public BindableBool MatchingFilter { get; } = new BindableBool(true);
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public ModState(Mod mod)
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{
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Mod = mod;
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}
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}
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}
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