1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-18 07:22:57 +08:00
osu-lazer/osu.Game/Screens/Play/HUD/KeyCounterDisplay.cs

94 lines
3.1 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 : Container, 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>();
protected override Container<Drawable> Content { get; } = new Container
{
Alpha = 0,
AutoSizeAxes = Axes.Both,
};
[Resolved]
private InputCountController controller { get; set; } = null!;
private const int duration = 100;
protected KeyCounterDisplay()
{
AddInternal(Content);
}
[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);
}
protected void UpdateVisibility()
{
bool visible = AlwaysVisible.Value || ConfigVisibility.Value;
// Isolate changing visibility of the key counters from fading this component.
Content.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.
Content.AlwaysPresent = visible;
}
protected abstract KeyCounter CreateCounter(InputTrigger trigger);
private void triggersChanged(object? sender, NotifyCollectionChangedEventArgs e)
{
KeyFlow.Clear();
foreach (var trigger in controller.Triggers)
KeyFlow.Add(CreateCounter(trigger));
}
public bool UsesFixedAnchor { get; set; }
}
}