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706 lines
27 KiB
C#
706 lines
27 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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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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using osu.Framework.Utils;
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using osu.Game.Audio;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
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using osu.Game.Localisation;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Utils;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Overlays.Mods
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{
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public abstract class ModSelectOverlay : ShearedOverlayContainer, ISamplePlaybackDisabler
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{
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public const int BUTTON_WIDTH = 200;
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[Cached]
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public Bindable<IReadOnlyList<Mod>> SelectedMods { get; private set; } = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
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/// <summary>
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/// Contains a dictionary with the current <see cref="ModState"/> of all mods applicable for the current ruleset.
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/// </summary>
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/// <remarks>
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/// Contrary to <see cref="OsuGameBase.AvailableMods"/> and <see cref="globalAvailableMods"/>, the <see cref="Mod"/> instances
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/// inside the <see cref="ModState"/> objects are owned solely by this <see cref="ModSelectOverlay"/> instance.
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/// </remarks>
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public Bindable<Dictionary<ModType, IReadOnlyList<ModState>>> AvailableMods { get; } = new Bindable<Dictionary<ModType, IReadOnlyList<ModState>>>(new Dictionary<ModType, IReadOnlyList<ModState>>());
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private Func<Mod, bool> isValidMod = m => true;
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/// <summary>
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/// A function determining whether each mod in the column should be displayed.
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/// A return value of <see langword="true"/> means that the mod is not filtered and therefore its corresponding panel should be displayed.
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/// A return value of <see langword="false"/> means that the mod is filtered out and therefore its corresponding panel should be hidden.
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/// </summary>
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public Func<Mod, bool> IsValidMod
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{
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get => isValidMod;
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set
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{
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isValidMod = value ?? throw new ArgumentNullException(nameof(value));
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filterMods();
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}
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}
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/// <summary>
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/// Whether the total score multiplier calculated from the current selected set of mods should be shown.
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/// </summary>
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protected virtual bool ShowTotalMultiplier => true;
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/// <summary>
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/// Whether per-mod customisation controls are visible.
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/// </summary>
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protected virtual bool AllowCustomisation => true;
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protected virtual ModColumn CreateModColumn(ModType modType, Key[]? toggleKeys = null) => new ModColumn(modType, false, toggleKeys);
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protected virtual IReadOnlyList<Mod> ComputeNewModsFromSelection(IReadOnlyList<Mod> oldSelection, IReadOnlyList<Mod> newSelection) => newSelection;
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protected virtual IEnumerable<ShearedButton> CreateFooterButtons()
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{
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if (AllowCustomisation)
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{
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yield return customisationButton = new ShearedToggleButton(BUTTON_WIDTH)
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{
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Text = ModSelectOverlayStrings.ModCustomisation,
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Active = { BindTarget = customisationVisible }
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};
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}
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yield return new DeselectAllModsButton(this);
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}
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private readonly Bindable<Dictionary<ModType, IReadOnlyList<Mod>>> globalAvailableMods = new Bindable<Dictionary<ModType, IReadOnlyList<Mod>>>();
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private IEnumerable<ModState> allAvailableMods => AvailableMods.Value.SelectMany(pair => pair.Value);
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private readonly BindableBool customisationVisible = new BindableBool();
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private ModSettingsArea modSettingsArea = null!;
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private ColumnScrollContainer columnScroll = null!;
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private ColumnFlowContainer columnFlow = null!;
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private FillFlowContainer<ShearedButton> footerButtonFlow = null!;
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private ShearedButton backButton = null!;
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private DifficultyMultiplierDisplay? multiplierDisplay;
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private ShearedToggleButton? customisationButton;
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protected ModSelectOverlay(OverlayColourScheme colourScheme = OverlayColourScheme.Green)
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: base(colourScheme)
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{
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}
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[BackgroundDependencyLoader]
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private void load(OsuGameBase game, OsuColour colours)
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{
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Header.Title = ModSelectOverlayStrings.ModSelectTitle;
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Header.Description = ModSelectOverlayStrings.ModSelectDescription;
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AddRange(new Drawable[]
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{
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new ClickToReturnContainer
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{
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RelativeSizeAxes = Axes.Both,
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HandleMouse = { BindTarget = customisationVisible },
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OnClicked = () => customisationVisible.Value = false
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},
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modSettingsArea = new ModSettingsArea
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{
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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Height = 0
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}
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});
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MainAreaContent.AddRange(new Drawable[]
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{
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new Container
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{
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Padding = new MarginPadding
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{
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Top = (ShowTotalMultiplier ? DifficultyMultiplierDisplay.HEIGHT : 0) + PADDING,
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Bottom = PADDING
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},
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RelativeSizeAxes = Axes.Both,
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RelativePositionAxes = Axes.Both,
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Children = new Drawable[]
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{
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columnScroll = new ColumnScrollContainer
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{
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RelativeSizeAxes = Axes.Both,
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Masking = false,
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ClampExtension = 100,
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ScrollbarOverlapsContent = false,
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Child = columnFlow = new ColumnFlowContainer
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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Direction = FillDirection.Horizontal,
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Shear = new Vector2(SHEAR, 0),
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RelativeSizeAxes = Axes.Y,
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AutoSizeAxes = Axes.X,
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Margin = new MarginPadding { Horizontal = 70 },
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Padding = new MarginPadding { Bottom = 10 },
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Children = new[]
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{
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createModColumnContent(ModType.DifficultyReduction, new[] { Key.Q, Key.W, Key.E, Key.R, Key.T, Key.Y, Key.U, Key.I, Key.O, Key.P }),
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createModColumnContent(ModType.DifficultyIncrease, new[] { Key.A, Key.S, Key.D, Key.F, Key.G, Key.H, Key.J, Key.K, Key.L }),
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createModColumnContent(ModType.Automation, new[] { Key.Z, Key.X, Key.C, Key.V, Key.B, Key.N, Key.M }),
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createModColumnContent(ModType.Conversion),
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createModColumnContent(ModType.Fun)
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}
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}
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}
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}
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}
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});
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if (ShowTotalMultiplier)
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{
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MainAreaContent.Add(new Container
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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AutoSizeAxes = Axes.X,
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Height = DifficultyMultiplierDisplay.HEIGHT,
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Margin = new MarginPadding { Horizontal = 100 },
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Child = multiplierDisplay = new DifficultyMultiplierDisplay
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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},
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});
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}
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FooterContent.Child = footerButtonFlow = new FillFlowContainer<ShearedButton>
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Direction = FillDirection.Horizontal,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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Padding = new MarginPadding
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{
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Vertical = PADDING,
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Horizontal = 70
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},
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Spacing = new Vector2(10),
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ChildrenEnumerable = CreateFooterButtons().Prepend(backButton = new ShearedButton(BUTTON_WIDTH)
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{
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Text = CommonStrings.Back,
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Action = Hide,
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DarkerColour = colours.Pink2,
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LighterColour = colours.Pink1
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})
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};
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globalAvailableMods.BindTo(game.AvailableMods);
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}
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protected override void LoadComplete()
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{
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// this is called before base call so that the mod state is populated early, and the transition in `PopIn()` can play out properly.
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globalAvailableMods.BindValueChanged(_ => createLocalMods(), true);
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base.LoadComplete();
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State.BindValueChanged(_ => samplePlaybackDisabled.Value = State.Value == Visibility.Hidden, true);
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// This is an optimisation to prevent refreshing the available settings controls when it can be
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// reasonably assumed that the settings panel is never to be displayed (e.g. FreeModSelectOverlay).
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if (AllowCustomisation)
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((IBindable<IReadOnlyList<Mod>>)modSettingsArea.SelectedMods).BindTo(SelectedMods);
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SelectedMods.BindValueChanged(val =>
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{
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updateMultiplier();
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updateCustomisation(val);
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updateFromExternalSelection();
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}, true);
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customisationVisible.BindValueChanged(_ => updateCustomisationVisualState(), true);
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// Start scrolled slightly to the right to give the user a sense that
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// there is more horizontal content available.
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ScheduleAfterChildren(() =>
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{
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columnScroll.ScrollTo(200, false);
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columnScroll.ScrollToStart();
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});
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}
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/// <summary>
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/// Select all visible mods in all columns.
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/// </summary>
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public void SelectAll()
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{
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foreach (var column in columnFlow.Columns)
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column.SelectAll();
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}
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/// <summary>
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/// Deselect all visible mods in all columns.
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/// </summary>
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public void DeselectAll()
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{
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foreach (var column in columnFlow.Columns)
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column.DeselectAll();
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}
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private ColumnDimContainer createModColumnContent(ModType modType, Key[]? toggleKeys = null)
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{
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var column = CreateModColumn(modType, toggleKeys).With(column =>
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{
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// spacing applied here rather than via `columnFlow.Spacing` to avoid uneven gaps when some of the columns are hidden.
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column.Margin = new MarginPadding { Right = 10 };
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});
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return new ColumnDimContainer(column)
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{
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AutoSizeAxes = Axes.X,
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RelativeSizeAxes = Axes.Y,
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RequestScroll = col => columnScroll.ScrollIntoView(col, extraScroll: 140),
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};
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}
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private void createLocalMods()
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{
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var newLocalAvailableMods = new Dictionary<ModType, IReadOnlyList<ModState>>();
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foreach (var (modType, mods) in globalAvailableMods.Value)
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{
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var modStates = mods.SelectMany(ModUtils.FlattenMod)
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.Select(mod => new ModState(mod.DeepClone()))
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.ToArray();
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foreach (var modState in modStates)
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modState.Active.BindValueChanged(_ => updateFromInternalSelection());
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newLocalAvailableMods[modType] = modStates;
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}
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AvailableMods.Value = newLocalAvailableMods;
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filterMods();
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foreach (var column in columnFlow.Columns)
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column.AvailableMods = AvailableMods.Value.GetValueOrDefault(column.ModType, Array.Empty<ModState>());
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}
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private void filterMods()
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{
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foreach (var modState in allAvailableMods)
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modState.Filtered.Value = !modState.Mod.HasImplementation || !IsValidMod.Invoke(modState.Mod);
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}
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private void updateMultiplier()
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{
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if (multiplierDisplay == null)
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return;
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double multiplier = 1.0;
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foreach (var mod in SelectedMods.Value)
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multiplier *= mod.ScoreMultiplier;
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multiplierDisplay.Current.Value = multiplier;
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}
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private void updateCustomisation(ValueChangedEvent<IReadOnlyList<Mod>> valueChangedEvent)
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{
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if (customisationButton == null)
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return;
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bool anyCustomisableMod = false;
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bool anyModWithRequiredCustomisationAdded = false;
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foreach (var mod in SelectedMods.Value)
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{
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anyCustomisableMod |= mod.GetSettingsSourceProperties().Any();
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anyModWithRequiredCustomisationAdded |= valueChangedEvent.OldValue.All(m => m.GetType() != mod.GetType()) && mod.RequiresConfiguration;
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}
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if (anyCustomisableMod)
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{
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customisationVisible.Disabled = false;
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if (anyModWithRequiredCustomisationAdded && !customisationVisible.Value)
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customisationVisible.Value = true;
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}
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else
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{
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if (customisationVisible.Value)
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customisationVisible.Value = false;
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customisationVisible.Disabled = true;
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}
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}
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private void updateCustomisationVisualState()
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{
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const double transition_duration = 300;
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MainAreaContent.FadeColour(customisationVisible.Value ? Colour4.Gray : Colour4.White, transition_duration, Easing.InOutCubic);
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foreach (var button in footerButtonFlow)
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{
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if (button != customisationButton)
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button.Enabled.Value = !customisationVisible.Value;
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}
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float modAreaHeight = customisationVisible.Value ? ModSettingsArea.HEIGHT : 0;
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modSettingsArea.ResizeHeightTo(modAreaHeight, transition_duration, Easing.InOutCubic);
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TopLevelContent.MoveToY(-modAreaHeight, transition_duration, Easing.InOutCubic);
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}
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/// <summary>
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/// This flag helps to determine the source of changes to <see cref="SelectedMods"/>.
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/// If the value is false, then <see cref="SelectedMods"/> are changing due to a user selection on the UI.
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/// If the value is true, then <see cref="SelectedMods"/> are changing due to an external <see cref="SelectedMods"/> change.
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/// </summary>
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private bool externalSelectionUpdateInProgress;
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private void updateFromExternalSelection()
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{
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if (externalSelectionUpdateInProgress)
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return;
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externalSelectionUpdateInProgress = true;
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var newSelection = new List<Mod>();
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foreach (var modState in allAvailableMods)
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{
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var matchingSelectedMod = SelectedMods.Value.SingleOrDefault(selected => selected.GetType() == modState.Mod.GetType());
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if (matchingSelectedMod != null)
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{
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modState.Mod.CopyFrom(matchingSelectedMod);
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modState.Active.Value = true;
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newSelection.Add(modState.Mod);
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}
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else
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{
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modState.Mod.ResetSettingsToDefaults();
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modState.Active.Value = false;
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}
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}
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SelectedMods.Value = newSelection;
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externalSelectionUpdateInProgress = false;
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}
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private void updateFromInternalSelection()
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{
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if (externalSelectionUpdateInProgress)
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return;
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var candidateSelection = allAvailableMods.Where(modState => modState.Active.Value)
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.Select(modState => modState.Mod)
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.ToArray();
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SelectedMods.Value = ComputeNewModsFromSelection(SelectedMods.Value, candidateSelection);
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}
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#region Transition handling
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private const float distance = 700;
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protected override void PopIn()
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{
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const double fade_in_duration = 400;
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base.PopIn();
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multiplierDisplay?
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.FadeIn(fade_in_duration, Easing.OutQuint)
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.MoveToY(0, fade_in_duration, Easing.OutQuint);
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int nonFilteredColumnCount = 0;
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for (int i = 0; i < columnFlow.Count; i++)
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{
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var column = columnFlow[i].Column;
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bool allFiltered = column.AvailableMods.All(modState => modState.Filtered.Value);
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double delay = allFiltered ? 0 : nonFilteredColumnCount * 30;
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double duration = allFiltered ? 0 : fade_in_duration;
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float startingYPosition = 0;
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if (!allFiltered)
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startingYPosition = nonFilteredColumnCount % 2 == 0 ? -distance : distance;
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column.TopLevelContent
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.MoveToY(startingYPosition)
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.Delay(delay)
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.MoveToY(0, duration, Easing.OutQuint)
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.FadeIn(duration, Easing.OutQuint);
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if (!allFiltered)
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nonFilteredColumnCount += 1;
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}
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}
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protected override void PopOut()
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{
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const double fade_out_duration = 500;
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base.PopOut();
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multiplierDisplay?
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.FadeOut(fade_out_duration / 2, Easing.OutQuint)
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.MoveToY(-distance, fade_out_duration / 2, Easing.OutQuint);
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int nonFilteredColumnCount = 0;
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for (int i = 0; i < columnFlow.Count; i++)
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{
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var column = columnFlow[i].Column;
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bool allFiltered = column.AvailableMods.All(modState => modState.Filtered.Value);
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double duration = allFiltered ? 0 : fade_out_duration;
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float newYPosition = 0;
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if (!allFiltered)
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newYPosition = nonFilteredColumnCount % 2 == 0 ? -distance : distance;
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column.FlushPendingSelections();
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column.TopLevelContent
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.MoveToY(newYPosition, duration, Easing.OutQuint)
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.FadeOut(duration, Easing.OutQuint);
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if (!allFiltered)
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nonFilteredColumnCount += 1;
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}
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}
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#endregion
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#region Input handling
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public override bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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if (e.Repeat)
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return false;
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switch (e.Action)
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{
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case GlobalAction.Back:
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// Pressing the back binding should only go back one step at a time.
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hideOverlay(false);
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return true;
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// This is handled locally here because this overlay is being registered at the game level
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// and therefore takes away keyboard focus from the screen stack.
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case GlobalAction.ToggleModSelection:
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case GlobalAction.Select:
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{
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// Pressing toggle or select should completely hide the overlay in one shot.
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hideOverlay(true);
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return true;
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}
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}
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return base.OnPressed(e);
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void hideOverlay(bool immediate)
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{
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if (customisationVisible.Value)
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{
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Debug.Assert(customisationButton != null);
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customisationButton.TriggerClick();
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if (!immediate)
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return;
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}
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backButton.TriggerClick();
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}
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}
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#endregion
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#region Sample playback control
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private readonly Bindable<bool> samplePlaybackDisabled = new BindableBool(true);
|
|
IBindable<bool> ISamplePlaybackDisabler.SamplePlaybackDisabled => samplePlaybackDisabled;
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Manages horizontal scrolling of mod columns, along with the "active" states of each column based on visibility.
|
|
/// </summary>
|
|
internal class ColumnScrollContainer : OsuScrollContainer<ColumnFlowContainer>
|
|
{
|
|
public ColumnScrollContainer()
|
|
: base(Direction.Horizontal)
|
|
{
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
// the bounds below represent the horizontal range of scroll items to be considered fully visible/active, in the scroll's internal coordinate space.
|
|
// note that clamping is applied to the left scroll bound to ensure scrolling past extents does not change the set of active columns.
|
|
float leftVisibleBound = Math.Clamp(Current, 0, ScrollableExtent);
|
|
float rightVisibleBound = leftVisibleBound + DrawWidth;
|
|
|
|
// if a movement is occurring at this time, the bounds below represent the full range of columns that the scroll movement will encompass.
|
|
// this will be used to ensure that columns do not change state from active to inactive back and forth until they are fully scrolled past.
|
|
float leftMovementBound = Math.Min(Current, Target);
|
|
float rightMovementBound = Math.Max(Current, Target) + DrawWidth;
|
|
|
|
foreach (var column in Child)
|
|
{
|
|
// DrawWidth/DrawPosition do not include shear effects, and we want to know the full extents of the columns post-shear,
|
|
// so we have to manually compensate.
|
|
var topLeft = column.ToSpaceOfOtherDrawable(Vector2.Zero, ScrollContent);
|
|
var bottomRight = column.ToSpaceOfOtherDrawable(new Vector2(column.DrawWidth - column.DrawHeight * SHEAR, 0), ScrollContent);
|
|
|
|
bool isCurrentlyVisible = Precision.AlmostBigger(topLeft.X, leftVisibleBound)
|
|
&& Precision.DefinitelyBigger(rightVisibleBound, bottomRight.X);
|
|
bool isBeingScrolledToward = Precision.AlmostBigger(topLeft.X, leftMovementBound)
|
|
&& Precision.DefinitelyBigger(rightMovementBound, bottomRight.X);
|
|
|
|
column.Active.Value = isCurrentlyVisible || isBeingScrolledToward;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Manages layout of mod columns.
|
|
/// </summary>
|
|
internal class ColumnFlowContainer : FillFlowContainer<ColumnDimContainer>
|
|
{
|
|
public IEnumerable<ModColumn> Columns => Children.Select(dimWrapper => dimWrapper.Column);
|
|
|
|
public override void Add(ColumnDimContainer dimContainer)
|
|
{
|
|
base.Add(dimContainer);
|
|
|
|
Debug.Assert(dimContainer != null);
|
|
dimContainer.Column.Shear = Vector2.Zero;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Encapsulates a column and provides dim and input blocking based on an externally managed "active" state.
|
|
/// </summary>
|
|
internal class ColumnDimContainer : Container
|
|
{
|
|
public ModColumn Column { get; }
|
|
|
|
/// <summary>
|
|
/// Tracks whether this column is in an interactive state. Generally only the case when the column is on-screen.
|
|
/// </summary>
|
|
public readonly Bindable<bool> Active = new BindableBool();
|
|
|
|
/// <summary>
|
|
/// Invoked when the column is clicked while not active, requesting a scroll to be performed to bring it on-screen.
|
|
/// </summary>
|
|
public Action<ColumnDimContainer>? RequestScroll { get; set; }
|
|
|
|
[Resolved]
|
|
private OsuColour colours { get; set; } = null!;
|
|
|
|
public ColumnDimContainer(ModColumn column)
|
|
{
|
|
Child = Column = column;
|
|
column.Active.BindTo(Active);
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
|
|
Active.BindValueChanged(_ => updateState(), true);
|
|
FinishTransforms();
|
|
}
|
|
|
|
protected override bool RequiresChildrenUpdate => base.RequiresChildrenUpdate || Column.SelectionAnimationRunning;
|
|
|
|
private void updateState()
|
|
{
|
|
Colour4 targetColour;
|
|
|
|
if (Column.Active.Value)
|
|
targetColour = Colour4.White;
|
|
else
|
|
targetColour = IsHovered ? colours.GrayC : colours.Gray8;
|
|
|
|
this.FadeColour(targetColour, 800, Easing.OutQuint);
|
|
}
|
|
|
|
protected override bool OnClick(ClickEvent e)
|
|
{
|
|
if (!Active.Value)
|
|
RequestScroll?.Invoke(this);
|
|
|
|
return true;
|
|
}
|
|
|
|
protected override bool OnHover(HoverEvent e)
|
|
{
|
|
base.OnHover(e);
|
|
updateState();
|
|
return Active.Value;
|
|
}
|
|
|
|
protected override void OnHoverLost(HoverLostEvent e)
|
|
{
|
|
base.OnHoverLost(e);
|
|
updateState();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// A container which blocks and handles input, managing the "return from customisation" state change.
|
|
/// </summary>
|
|
private class ClickToReturnContainer : Container
|
|
{
|
|
public BindableBool HandleMouse { get; } = new BindableBool();
|
|
|
|
public Action? OnClicked { get; set; }
|
|
|
|
public override bool HandlePositionalInput => base.HandlePositionalInput && HandleMouse.Value;
|
|
|
|
protected override bool Handle(UIEvent e)
|
|
{
|
|
if (!HandleMouse.Value)
|
|
return base.Handle(e);
|
|
|
|
switch (e)
|
|
{
|
|
case ClickEvent _:
|
|
OnClicked?.Invoke();
|
|
return true;
|
|
|
|
case MouseEvent _:
|
|
return true;
|
|
}
|
|
|
|
return base.Handle(e);
|
|
}
|
|
}
|
|
}
|
|
}
|