mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 13:37:51 +08:00
262 lines
8.7 KiB
C#
262 lines
8.7 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 osuTK;
|
|
using osuTK.Input;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Game.Graphics.Sprites;
|
|
using osu.Game.Rulesets.Mods;
|
|
using System;
|
|
using System.Linq;
|
|
using System.Collections.Generic;
|
|
using System.Threading;
|
|
using Humanizer;
|
|
using osu.Framework.Input.Events;
|
|
using osu.Game.Graphics;
|
|
|
|
namespace osu.Game.Overlays.Mods
|
|
{
|
|
public class ModSection : CompositeDrawable
|
|
{
|
|
private readonly Drawable header;
|
|
|
|
public FillFlowContainer<ModButtonEmpty> ButtonsContainer { get; }
|
|
|
|
protected IReadOnlyList<ModButton> Buttons { get; private set; } = Array.Empty<ModButton>();
|
|
|
|
public Action<Mod> Action;
|
|
|
|
public Key[] ToggleKeys;
|
|
|
|
public readonly ModType ModType;
|
|
|
|
public IEnumerable<Mod> SelectedMods => Buttons.Select(b => b.SelectedMod).Where(m => m != null);
|
|
|
|
private CancellationTokenSource modsLoadCts;
|
|
|
|
protected bool SelectionAnimationRunning => pendingSelectionOperations.Count > 0;
|
|
|
|
/// <summary>
|
|
/// True when all mod icons have completed loading.
|
|
/// </summary>
|
|
public bool ModIconsLoaded { get; private set; } = true;
|
|
|
|
public IEnumerable<Mod> Mods
|
|
{
|
|
set
|
|
{
|
|
var modContainers = value.Select(m =>
|
|
{
|
|
if (m == null)
|
|
return new ModButtonEmpty();
|
|
|
|
return CreateModButton(m).With(b =>
|
|
{
|
|
b.SelectionChanged = mod =>
|
|
{
|
|
ModButtonStateChanged(mod);
|
|
Action?.Invoke(mod);
|
|
};
|
|
});
|
|
}).ToArray();
|
|
|
|
modsLoadCts?.Cancel();
|
|
|
|
if (modContainers.Length == 0)
|
|
{
|
|
ModIconsLoaded = true;
|
|
header.Hide();
|
|
Hide();
|
|
return;
|
|
}
|
|
|
|
ModIconsLoaded = false;
|
|
|
|
LoadComponentsAsync(modContainers, c =>
|
|
{
|
|
ModIconsLoaded = true;
|
|
ButtonsContainer.ChildrenEnumerable = c;
|
|
}, (modsLoadCts = new CancellationTokenSource()).Token);
|
|
|
|
Buttons = modContainers.OfType<ModButton>().ToArray();
|
|
|
|
header.FadeIn(200);
|
|
this.FadeIn(200);
|
|
}
|
|
}
|
|
|
|
protected virtual void ModButtonStateChanged(Mod mod)
|
|
{
|
|
}
|
|
|
|
protected override bool OnKeyDown(KeyDownEvent e)
|
|
{
|
|
if (e.ControlPressed) return false;
|
|
|
|
if (ToggleKeys != null)
|
|
{
|
|
int index = Array.IndexOf(ToggleKeys, e.Key);
|
|
if (index > -1 && index < Buttons.Count)
|
|
Buttons[index].SelectNext(e.ShiftPressed ? -1 : 1);
|
|
}
|
|
|
|
return base.OnKeyDown(e);
|
|
}
|
|
|
|
private const double initial_multiple_selection_delay = 120;
|
|
|
|
private double selectionDelay = initial_multiple_selection_delay;
|
|
private double lastSelection;
|
|
|
|
private readonly Queue<Action> pendingSelectionOperations = new Queue<Action>();
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
if (selectionDelay == initial_multiple_selection_delay || Time.Current - lastSelection >= selectionDelay)
|
|
{
|
|
if (pendingSelectionOperations.TryDequeue(out var dequeuedAction))
|
|
{
|
|
dequeuedAction();
|
|
|
|
// each time we play an animation, we decrease the time until the next animation (to ramp the visual and audible elements).
|
|
selectionDelay = Math.Max(30, selectionDelay * 0.8f);
|
|
lastSelection = Time.Current;
|
|
}
|
|
else
|
|
{
|
|
// reset the selection delay after all animations have been completed.
|
|
// this will cause the next action to be immediately performed.
|
|
selectionDelay = initial_multiple_selection_delay;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Selects all mods.
|
|
/// </summary>
|
|
public void SelectAll()
|
|
{
|
|
pendingSelectionOperations.Clear();
|
|
|
|
foreach (var button in Buttons.Where(b => !b.Selected))
|
|
pendingSelectionOperations.Enqueue(() => button.SelectAt(0));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Deselects all mods.
|
|
/// </summary>
|
|
public void DeselectAll()
|
|
{
|
|
pendingSelectionOperations.Clear();
|
|
DeselectTypes(Buttons.Select(b => b.SelectedMod?.GetType()).Where(t => t != null));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Deselect one or more mods in this section.
|
|
/// </summary>
|
|
/// <param name="modTypes">The types of <see cref="Mod"/>s which should be deselected.</param>
|
|
/// <param name="immediate">Whether the deselection should happen immediately. Should only be used when required to ensure correct selection flow.</param>
|
|
/// <param name="newSelection">If this deselection is triggered by a user selection, this should contain the newly selected type. This type will never be deselected, even if it matches one provided in <paramref name="modTypes"/>.</param>
|
|
public void DeselectTypes(IEnumerable<Type> modTypes, bool immediate = false, Mod newSelection = null)
|
|
{
|
|
foreach (var button in Buttons)
|
|
{
|
|
if (button.SelectedMod == null) continue;
|
|
|
|
if (button.SelectedMod == newSelection)
|
|
continue;
|
|
|
|
foreach (var type in modTypes)
|
|
{
|
|
if (type.IsInstanceOfType(button.SelectedMod))
|
|
{
|
|
if (immediate)
|
|
button.Deselect();
|
|
else
|
|
pendingSelectionOperations.Enqueue(button.Deselect);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates all buttons with the given list of selected mods.
|
|
/// </summary>
|
|
/// <param name="newSelectedMods">The new list of selected mods to select.</param>
|
|
public void UpdateSelectedButtons(IReadOnlyList<Mod> newSelectedMods)
|
|
{
|
|
foreach (var button in Buttons)
|
|
updateButtonSelection(button, newSelectedMods);
|
|
}
|
|
|
|
private void updateButtonSelection(ModButton button, IReadOnlyList<Mod> newSelectedMods)
|
|
{
|
|
foreach (var mod in newSelectedMods)
|
|
{
|
|
int index = Array.FindIndex(button.Mods, m1 => mod.GetType() == m1.GetType());
|
|
if (index < 0)
|
|
continue;
|
|
|
|
var buttonMod = button.Mods[index];
|
|
|
|
// as this is likely coming from an external change, ensure the settings of the mod are in sync.
|
|
buttonMod.CopyFrom(mod);
|
|
|
|
button.SelectAt(index, false);
|
|
return;
|
|
}
|
|
|
|
button.Deselect();
|
|
}
|
|
|
|
public ModSection(ModType type)
|
|
{
|
|
ModType = type;
|
|
|
|
AutoSizeAxes = Axes.Y;
|
|
RelativeSizeAxes = Axes.X;
|
|
|
|
Origin = Anchor.TopCentre;
|
|
Anchor = Anchor.TopCentre;
|
|
|
|
InternalChildren = new[]
|
|
{
|
|
header = CreateHeader(type.Humanize(LetterCasing.Title)),
|
|
ButtonsContainer = new FillFlowContainer<ModButtonEmpty>
|
|
{
|
|
AutoSizeAxes = Axes.Y,
|
|
RelativeSizeAxes = Axes.X,
|
|
Origin = Anchor.BottomLeft,
|
|
Anchor = Anchor.BottomLeft,
|
|
Spacing = new Vector2(50f, 0f),
|
|
Margin = new MarginPadding
|
|
{
|
|
Top = 20,
|
|
},
|
|
AlwaysPresent = true
|
|
},
|
|
};
|
|
}
|
|
|
|
protected virtual Drawable CreateHeader(string text) => new OsuSpriteText
|
|
{
|
|
Font = OsuFont.GetFont(weight: FontWeight.Bold),
|
|
Text = text
|
|
};
|
|
|
|
protected virtual ModButton CreateModButton(Mod mod) => new ModButton(mod);
|
|
|
|
/// <summary>
|
|
/// Play out all remaining animations immediately to leave mods in a good (final) state.
|
|
/// </summary>
|
|
public void FlushAnimation()
|
|
{
|
|
while (pendingSelectionOperations.TryDequeue(out var dequeuedAction))
|
|
dequeuedAction();
|
|
}
|
|
}
|
|
}
|