osu/osu.Game/Screens/Edit/Timing/SliderWithTextBoxInput.cs

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// 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;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Localisation;
using osu.Game.Graphics.UserInterfaceV2;
using osu.Game.Overlays.Settings;
namespace osu.Game.Screens.Edit.Timing
{
public class SliderWithTextBoxInput<T> : CompositeDrawable, IHasCurrentValue<T>
where T : struct, IEquatable<T>, IComparable<T>, IConvertible
{
private readonly SettingsSlider<T> slider;
public SliderWithTextBoxInput(LocalisableString labelText)
{
LabelledTextBox textBox;
RelativeSizeAxes = Axes.X;
AutoSizeAxes = Axes.Y;
InternalChildren = new Drawable[]
{
new FillFlowContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Children = new Drawable[]
{
textBox = new LabelledTextBox
{
Label = labelText,
},
slider = new SettingsSlider<T>
{
TransferValueOnCommit = true,
RelativeSizeAxes = Axes.X,
}
}
},
};
textBox.OnCommit += (t, isNew) =>
{
if (!isNew) return;
try
{
slider.Current.Parse(t.Text);
}
catch
{
// TriggerChange below will restore the previous text value on failure.
}
// This is run regardless of parsing success as the parsed number may not actually trigger a change
// due to bindable clamping. Even in such a case we want to update the textbox to a sane visual state.
Current.TriggerChange();
};
Current.BindValueChanged(val =>
{
textBox.Text = val.NewValue.ToString();
}, true);
}
/// <summary>
/// A custom step value for each key press which actuates a change on this control.
/// </summary>
public float KeyboardStep
{
get => slider.KeyboardStep;
set => slider.KeyboardStep = value;
}
public Bindable<T> Current
{
get => slider.Current;
set => slider.Current = value;
}
}
}