1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-16 18:32:54 +08:00
osu-lazer/osu.Game/Screens/Play/KeyCounter.cs
Ryuki b52a07c16a
Use DI to provide dependencies for KPS Calculator and improve input
gathering

KPS Calculator now uses DI to retrieve the clocks. Using `HUDOverlay` it
is now cached for `KeysPerSecondCounter`s to resolve it. This also
allows to make an "Attach" flow like `KeyCounter`.
2022-08-08 21:54:06 +02:00

152 lines
4.8 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 osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Screens.Play
{
public abstract class KeyCounter : Container
{
private Sprite buttonSprite;
private Sprite glowSprite;
private Container textLayer;
private SpriteText countSpriteText;
public bool IsCounting { get; set; } = true;
private int countPresses;
public int CountPresses
{
get => countPresses;
private set
{
if (countPresses != value)
{
countPresses = value;
countSpriteText.Text = value.ToString(@"#,0");
}
}
}
private bool isLit;
public bool IsLit
{
get => isLit;
protected set
{
if (isLit != value)
{
isLit = value;
updateGlowSprite(value);
}
}
}
public void Increment()
{
if (!IsCounting)
return;
CountPresses++;
}
public void Decrement()
{
if (!IsCounting)
return;
CountPresses--;
}
//further: change default values here and in KeyCounterCollection if needed, instead of passing them in every constructor
public Color4 KeyDownTextColor { get; set; } = Color4.DarkGray;
public Color4 KeyUpTextColor { get; set; } = Color4.White;
public double FadeTime { get; set; }
protected KeyCounter(string name)
{
Name = name;
}
[BackgroundDependencyLoader(true)]
private void load(TextureStore textures)
{
Children = new Drawable[]
{
buttonSprite = new Sprite
{
Texture = textures.Get(@"KeyCounter/key-up"),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
glowSprite = new Sprite
{
Texture = textures.Get(@"KeyCounter/key-glow"),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Alpha = 0
},
textLayer = new Container
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new OsuSpriteText
{
Text = Name,
Font = OsuFont.Numeric.With(size: 12),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativePositionAxes = Axes.Both,
Position = new Vector2(0, -0.25f),
Colour = KeyUpTextColor
},
countSpriteText = new OsuSpriteText
{
Text = CountPresses.ToString(@"#,0"),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativePositionAxes = Axes.Both,
Position = new Vector2(0, 0.25f),
Colour = KeyUpTextColor
}
}
}
};
// Set this manually because an element with Alpha=0 won't take it size to AutoSizeContainer,
// so the size can be changing between buttonSprite and glowSprite.
Height = buttonSprite.DrawHeight;
Width = buttonSprite.DrawWidth;
}
private void updateGlowSprite(bool show)
{
if (show)
{
double remainingFadeTime = FadeTime * (1 - glowSprite.Alpha);
glowSprite.FadeIn(remainingFadeTime, Easing.OutQuint);
textLayer.FadeColour(KeyDownTextColor, remainingFadeTime, Easing.OutQuint);
}
else
{
double remainingFadeTime = 8 * FadeTime * glowSprite.Alpha;
glowSprite.FadeOut(remainingFadeTime, Easing.OutQuint);
textLayer.FadeColour(KeyUpTextColor, remainingFadeTime, Easing.OutQuint);
}
}
}
}