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osu-lazer/osu.Game/Rulesets/Mods/DifficultyBindable.cs
2022-06-17 16:37:17 +09:00

136 lines
4.2 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.Bindables;
using osu.Game.Beatmaps;
namespace osu.Game.Rulesets.Mods
{
public class DifficultyBindable : Bindable<float?>
{
/// <summary>
/// Whether the extended limits should be applied to this bindable.
/// </summary>
public readonly BindableBool ExtendedLimits = new BindableBool();
/// <summary>
/// An internal numeric bindable to hold and propagate min/max/precision.
/// The value of this bindable should not be set.
/// </summary>
internal readonly BindableFloat CurrentNumber = new BindableFloat
{
MinValue = 0,
MaxValue = 10,
};
/// <summary>
/// A function that can extract the current value of this setting from a beatmap difficulty for display purposes.
/// </summary>
public Func<IBeatmapDifficultyInfo, float> ReadCurrentFromDifficulty;
public float Precision
{
set => CurrentNumber.Precision = value;
}
public float MinValue
{
set => CurrentNumber.MinValue = value;
}
private float maxValue;
public float MaxValue
{
set
{
if (value == maxValue)
return;
maxValue = value;
updateMaxValue();
}
}
private float? extendedMaxValue;
/// <summary>
/// The maximum value to be used when extended limits are applied.
/// </summary>
public float? ExtendedMaxValue
{
set
{
if (value == extendedMaxValue)
return;
extendedMaxValue = value;
updateMaxValue();
}
}
public DifficultyBindable()
: this(null)
{
}
public DifficultyBindable(float? defaultValue = null)
: base(defaultValue)
{
ExtendedLimits.BindValueChanged(_ => updateMaxValue());
}
public override float? Value
{
get => base.Value;
set
{
// Ensure that in the case serialisation runs in the wrong order (and limit extensions aren't applied yet) the deserialised value is still propagated.
if (value != null)
CurrentNumber.MaxValue = MathF.Max(CurrentNumber.MaxValue, value.Value);
base.Value = value;
}
}
private void updateMaxValue()
{
CurrentNumber.MaxValue = ExtendedLimits.Value && extendedMaxValue != null ? extendedMaxValue.Value : maxValue;
}
public override void BindTo(Bindable<float?> them)
{
if (!(them is DifficultyBindable otherDifficultyBindable))
throw new InvalidOperationException($"Cannot bind to a non-{nameof(DifficultyBindable)}.");
ReadCurrentFromDifficulty = otherDifficultyBindable.ReadCurrentFromDifficulty;
// the following max value copies are only safe as long as these values are effectively constants.
MaxValue = otherDifficultyBindable.maxValue;
ExtendedMaxValue = otherDifficultyBindable.extendedMaxValue;
ExtendedLimits.BindTarget = otherDifficultyBindable.ExtendedLimits;
// the actual values need to be copied after the max value constraints.
CurrentNumber.BindTarget = otherDifficultyBindable.CurrentNumber;
base.BindTo(them);
}
public override void UnbindFrom(IUnbindable them)
{
if (!(them is DifficultyBindable otherDifficultyBindable))
throw new InvalidOperationException($"Cannot unbind from a non-{nameof(DifficultyBindable)}.");
base.UnbindFrom(them);
CurrentNumber.UnbindFrom(otherDifficultyBindable.CurrentNumber);
ExtendedLimits.UnbindFrom(otherDifficultyBindable.ExtendedLimits);
}
protected override Bindable<float?> CreateInstance() => new DifficultyBindable();
}
}