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osu-lazer/osu.Game/Screens/Play/HUD/InputTrigger.cs
tsrk e9ef270e46
refactor: move count logic in InputTrigger
This will allow us to keep track of the real count regardless of whether
the key counter has been placed mid-replay or not.
2023-06-14 19:39:28 +02:00

64 lines
2.3 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 osu.Framework.Bindables;
using osu.Framework.Graphics;
namespace osu.Game.Screens.Play.HUD
{
/// <summary>
/// An event trigger which can be used with <see cref="KeyCounter"/> to create visual tracking of button/key presses.
/// </summary>
public abstract partial class InputTrigger : Component
{
/// <summary>
/// Callback to invoke when the associated input has been activated.
/// </summary>
/// <param name="forwardPlayback">Whether gameplay is progressing in the forward direction time-wise.</param>
public delegate void OnActivateCallback(bool forwardPlayback);
/// <summary>
/// Callback to invoke when the associated input has been deactivated.
/// </summary>
/// <param name="forwardPlayback">Whether gameplay is progressing in the forward direction time-wise.</param>
public delegate void OnDeactivateCallback(bool forwardPlayback);
public event OnActivateCallback? OnActivate;
public event OnDeactivateCallback? OnDeactivate;
private readonly Bindable<int> activationCount = new BindableInt();
private readonly Bindable<bool> isCounting = new BindableBool(true);
/// <summary>
/// Number of times this <see cref="InputTrigger"/> has been activated.
/// </summary>
public IBindable<int> ActivationCount => activationCount;
/// <summary>
/// Whether any activation or deactivation of this <see cref="InputTrigger"/> impacts its <see cref="ActivationCount"/>
/// </summary>
public IBindable<bool> IsCounting => isCounting;
protected InputTrigger(string name)
{
Name = name;
}
protected void Activate(bool forwardPlayback = true)
{
if (forwardPlayback && isCounting.Value)
activationCount.Value++;
OnActivate?.Invoke(forwardPlayback);
}
protected void Deactivate(bool forwardPlayback = true)
{
if (!forwardPlayback && isCounting.Value)
activationCount.Value--;
OnDeactivate?.Invoke(forwardPlayback);
}
}
}