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8c5d99ab21
Three bindables are left which don't have this overriden due to them already not having a value-only constructor and not supporting `GetBoundCopy()` properly: - `BeatmapDifficultyCache.BindableStarDifficulty`. - `TotalScoreBindable` - `TotalScoreStringBindable` I could add support for them by passing the required data to them, as they seem to be able to have that shared, but I'm hesitant to support something which was already broken and never used, not sure.
119 lines
4.3 KiB
C#
119 lines
4.3 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.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Beatmaps;
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using osu.Game.Overlays.Settings;
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namespace osu.Game.Rulesets.Mods
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{
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public class DifficultyAdjustSettingsControl : SettingsItem<float?>
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{
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; }
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/// <summary>
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/// Used to track the display value on the setting slider.
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/// </summary>
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/// <remarks>
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/// When the mod is overriding a default, this will match the value of <see cref="Current"/>.
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/// When there is no override (ie. <see cref="Current"/> is null), this value will match the beatmap provided default via <see cref="updateCurrentFromSlider"/>.
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/// </remarks>
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private readonly BindableNumber<float> sliderDisplayCurrent = new BindableNumber<float>();
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protected override Drawable CreateControl() => new SliderControl(sliderDisplayCurrent);
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/// <summary>
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/// Guards against beatmap values displayed on slider bars being transferred to user override.
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/// </summary>
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private bool isInternalChange;
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private DifficultyBindable difficultyBindable;
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public override Bindable<float?> Current
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{
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get => base.Current;
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set
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{
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// Intercept and extract the internal number bindable from DifficultyBindable.
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// This will provide bounds and precision specifications for the slider bar.
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difficultyBindable = (DifficultyBindable)value.GetBoundCopy();
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sliderDisplayCurrent.BindTo(difficultyBindable.CurrentNumber);
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base.Current = difficultyBindable;
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Current.BindValueChanged(current => updateCurrentFromSlider());
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beatmap.BindValueChanged(b => updateCurrentFromSlider(), true);
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sliderDisplayCurrent.BindValueChanged(number =>
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{
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// this handles the transfer of the slider value to the main bindable.
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// as such, should be skipped if the slider is being updated via updateFromDifficulty().
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if (!isInternalChange)
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Current.Value = number.NewValue;
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});
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}
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private void updateCurrentFromSlider()
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{
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if (Current.Value != null)
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{
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// a user override has been added or updated.
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sliderDisplayCurrent.Value = Current.Value.Value;
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return;
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}
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var difficulty = beatmap.Value.BeatmapInfo.BaseDifficulty;
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if (difficulty == null)
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return;
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// generally should always be implemented, else the slider will have a zero default.
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if (difficultyBindable.ReadCurrentFromDifficulty == null)
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return;
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isInternalChange = true;
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sliderDisplayCurrent.Value = difficultyBindable.ReadCurrentFromDifficulty(difficulty);
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isInternalChange = false;
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}
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private class SliderControl : CompositeDrawable, IHasCurrentValue<float?>
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{
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// This is required as SettingsItem relies heavily on this bindable for internal use.
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// The actual update flow is done via the bindable provided in the constructor.
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private readonly BindableWithCurrent<float?> current = new BindableWithCurrent<float?>();
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public Bindable<float?> Current
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{
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get => current.Current;
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set => current.Current = value;
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}
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public SliderControl(BindableNumber<float> currentNumber)
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{
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InternalChildren = new Drawable[]
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{
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new SettingsSlider<float>
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{
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ShowsDefaultIndicator = false,
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Current = currentNumber,
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}
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};
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AutoSizeAxes = Axes.Y;
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RelativeSizeAxes = Axes.X;
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}
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}
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}
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}
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