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osu-lazer/osu.Game/Overlays/Mods/ModSection.cs
Dean Herbert 5d8c153c1e Move schedule logic to buttons rather than section
It turns out there's some quite convoluted scheduling / order of
execution requirements of ModSelectOverlay and ModSection. Applying
scheduling causes a runaway condition ending in zero frames after many
mod button changes.

I wanted to avoid rewriting the whole component, so have just moved the
schedule to guard against the part where drawables are actually changed.
2021-01-05 16:41:05 +09:00

190 lines
5.9 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 osu.Framework.Input.Events;
using osu.Game.Graphics;
namespace osu.Game.Overlays.Mods
{
public abstract class ModSection : Container
{
private readonly OsuSpriteText headerLabel;
public FillFlowContainer<ModButtonEmpty> ButtonsContainer { get; }
public Action<Mod> Action;
protected abstract Key[] ToggleKeys { get; }
public abstract ModType ModType { get; }
public string Header
{
get => headerLabel.Text;
set => headerLabel.Text = value;
}
public IEnumerable<Mod> SelectedMods => buttons.Select(b => b.SelectedMod).Where(m => m != null);
private CancellationTokenSource modsLoadCts;
/// <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 new ModButton(m)
{
SelectionChanged = Action,
};
}).ToArray();
modsLoadCts?.Cancel();
if (modContainers.Length == 0)
{
ModIconsLoaded = true;
headerLabel.Hide();
Hide();
return;
}
ModIconsLoaded = false;
LoadComponentsAsync(modContainers, c =>
{
ModIconsLoaded = true;
ButtonsContainer.ChildrenEnumerable = c;
}, (modsLoadCts = new CancellationTokenSource()).Token);
buttons = modContainers.OfType<ModButton>().ToArray();
headerLabel.FadeIn(200);
this.FadeIn(200);
}
}
private ModButton[] buttons = Array.Empty<ModButton>();
protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.ControlPressed) return false;
if (ToggleKeys != null)
{
var index = Array.IndexOf(ToggleKeys, e.Key);
if (index > -1 && index < buttons.Length)
buttons[index].SelectNext(e.ShiftPressed ? -1 : 1);
}
return base.OnKeyDown(e);
}
public void DeselectAll() => 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">Set to true to bypass animations and update selections immediately.</param>
public void DeselectTypes(IEnumerable<Type> modTypes, bool immediate = false)
{
int delay = 0;
foreach (var button in buttons)
{
Mod selected = button.SelectedMod;
if (selected == null) continue;
foreach (var type in modTypes)
{
if (type.IsInstanceOfType(selected))
{
if (immediate)
button.Deselect();
else
Scheduler.AddDelayed(button.Deselect, delay += 50);
}
}
}
}
/// <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 UpdateSelectedMods(IReadOnlyList<Mod> newSelectedMods)
{
foreach (var button in buttons)
updateButtonMods(button, newSelectedMods);
}
private void updateButtonMods(ModButton button, IReadOnlyList<Mod> newSelectedMods)
{
foreach (var mod in newSelectedMods)
{
var index = Array.FindIndex(button.Mods, m1 => mod.GetType() == m1.GetType());
if (index < 0)
continue;
var buttonMod = button.Mods[index];
buttonMod.CopyFrom(mod);
button.SelectAt(index);
return;
}
button.Deselect();
}
protected ModSection()
{
AutoSizeAxes = Axes.Y;
RelativeSizeAxes = Axes.X;
Origin = Anchor.TopCentre;
Anchor = Anchor.TopCentre;
Children = new Drawable[]
{
headerLabel = new OsuSpriteText
{
Origin = Anchor.TopLeft,
Anchor = Anchor.TopLeft,
Position = new Vector2(0f, 0f),
Font = OsuFont.GetFont(weight: FontWeight.Bold)
},
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
},
};
}
}
}