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b52a07c16a
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`.
152 lines
4.8 KiB
C#
152 lines
4.8 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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#nullable disable
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using osu.Framework.Allocation;
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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.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Play
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{
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public abstract class KeyCounter : Container
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{
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private Sprite buttonSprite;
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private Sprite glowSprite;
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private Container textLayer;
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private SpriteText countSpriteText;
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public bool IsCounting { get; set; } = true;
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private int countPresses;
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public int CountPresses
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{
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get => countPresses;
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private set
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{
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if (countPresses != value)
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{
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countPresses = value;
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countSpriteText.Text = value.ToString(@"#,0");
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}
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}
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}
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private bool isLit;
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public bool IsLit
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{
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get => isLit;
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protected set
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{
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if (isLit != value)
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{
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isLit = value;
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updateGlowSprite(value);
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}
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}
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}
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public void Increment()
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{
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if (!IsCounting)
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return;
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CountPresses++;
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}
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public void Decrement()
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{
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if (!IsCounting)
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return;
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CountPresses--;
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}
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//further: change default values here and in KeyCounterCollection if needed, instead of passing them in every constructor
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public Color4 KeyDownTextColor { get; set; } = Color4.DarkGray;
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public Color4 KeyUpTextColor { get; set; } = Color4.White;
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public double FadeTime { get; set; }
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protected KeyCounter(string name)
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{
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Name = name;
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}
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[BackgroundDependencyLoader(true)]
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private void load(TextureStore textures)
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{
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Children = new Drawable[]
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{
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buttonSprite = new Sprite
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{
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Texture = textures.Get(@"KeyCounter/key-up"),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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glowSprite = new Sprite
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{
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Texture = textures.Get(@"KeyCounter/key-glow"),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Alpha = 0
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},
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textLayer = new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new OsuSpriteText
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{
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Text = Name,
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Font = OsuFont.Numeric.With(size: 12),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativePositionAxes = Axes.Both,
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Position = new Vector2(0, -0.25f),
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Colour = KeyUpTextColor
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},
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countSpriteText = new OsuSpriteText
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{
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Text = CountPresses.ToString(@"#,0"),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativePositionAxes = Axes.Both,
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Position = new Vector2(0, 0.25f),
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Colour = KeyUpTextColor
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}
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}
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}
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};
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// Set this manually because an element with Alpha=0 won't take it size to AutoSizeContainer,
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// so the size can be changing between buttonSprite and glowSprite.
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Height = buttonSprite.DrawHeight;
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Width = buttonSprite.DrawWidth;
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}
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private void updateGlowSprite(bool show)
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{
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if (show)
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{
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double remainingFadeTime = FadeTime * (1 - glowSprite.Alpha);
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glowSprite.FadeIn(remainingFadeTime, Easing.OutQuint);
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textLayer.FadeColour(KeyDownTextColor, remainingFadeTime, Easing.OutQuint);
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}
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else
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{
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double remainingFadeTime = 8 * FadeTime * glowSprite.Alpha;
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glowSprite.FadeOut(remainingFadeTime, Easing.OutQuint);
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textLayer.FadeColour(KeyUpTextColor, remainingFadeTime, Easing.OutQuint);
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}
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}
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}
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}
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