mirror of
https://github.com/ppy/osu.git
synced 2024-11-14 15:57:24 +08:00
798e677c09
A previous attempt at this was unsuccessful due to a partially off-screen elements not getting the correct size early enough (see https://github.com/ppy/osu/issues/14793). This can be accounted for by setting `AlwaysPresent` when visibility is expected. This fixes [test failures](https://github.com/ppy/osu/actions/runs/6838444698/job/18595535795) due to the newly added `Width` / `Height` being persisted with floating-point errors (by not persisting the values in the first place, via `AutoSize.Both`).
83 lines
2.9 KiB
C#
83 lines
2.9 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 System.Collections.Specialized;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Rulesets.UI;
|
|
using osu.Game.Skinning;
|
|
|
|
namespace osu.Game.Screens.Play.HUD
|
|
{
|
|
/// <summary>
|
|
/// A flowing display of all gameplay keys. Individual keys can be added using <see cref="InputTrigger"/> implementations.
|
|
/// </summary>
|
|
public abstract partial class KeyCounterDisplay : CompositeDrawable, ISerialisableDrawable
|
|
{
|
|
/// <summary>
|
|
/// Whether the key counter should be visible regardless of the configuration value.
|
|
/// This is true by default, but can be changed.
|
|
/// </summary>
|
|
public Bindable<bool> AlwaysVisible { get; } = new Bindable<bool>(true);
|
|
|
|
protected abstract FillFlowContainer<KeyCounter> KeyFlow { get; }
|
|
|
|
protected readonly Bindable<bool> ConfigVisibility = new Bindable<bool>();
|
|
|
|
private readonly IBindableList<InputTrigger> triggers = new BindableList<InputTrigger>();
|
|
|
|
[Resolved]
|
|
private InputCountController controller { get; set; } = null!;
|
|
|
|
private const int duration = 100;
|
|
|
|
protected void UpdateVisibility()
|
|
{
|
|
bool visible = AlwaysVisible.Value || ConfigVisibility.Value;
|
|
|
|
// Isolate changing visibility of the key counters from fading this component.
|
|
KeyFlow.FadeTo(visible ? 1 : 0, duration);
|
|
|
|
// Ensure a valid size is immediately obtained even if partially off-screen
|
|
// See https://github.com/ppy/osu/issues/14793.
|
|
KeyFlow.AlwaysPresent = visible;
|
|
}
|
|
|
|
protected abstract KeyCounter CreateCounter(InputTrigger trigger);
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(OsuConfigManager config, DrawableRuleset? drawableRuleset)
|
|
{
|
|
AutoSizeAxes = Axes.Both;
|
|
|
|
config.BindWith(OsuSetting.KeyOverlay, ConfigVisibility);
|
|
|
|
if (drawableRuleset != null)
|
|
AlwaysVisible.BindTo(drawableRuleset.HasReplayLoaded);
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
|
|
triggers.BindTo(controller.Triggers);
|
|
triggers.BindCollectionChanged(triggersChanged, true);
|
|
|
|
AlwaysVisible.BindValueChanged(_ => UpdateVisibility());
|
|
ConfigVisibility.BindValueChanged(_ => UpdateVisibility(), true);
|
|
}
|
|
|
|
private void triggersChanged(object? sender, NotifyCollectionChangedEventArgs e)
|
|
{
|
|
KeyFlow.Clear();
|
|
foreach (var trigger in controller.Triggers)
|
|
KeyFlow.Add(CreateCounter(trigger));
|
|
}
|
|
|
|
public bool UsesFixedAnchor { get; set; }
|
|
}
|
|
}
|