osu/osu.Game/Overlays/Mods/ModSection.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.
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using osuTK;
using osuTK.Input;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.Mods;
using System;
using System.Linq;
using System.Collections.Generic;
using System.Threading;
using Humanizer;
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using osu.Framework.Input.Events;
using osu.Game.Graphics;
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namespace osu.Game.Overlays.Mods
{
public class ModSection : CompositeDrawable
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{
private readonly Drawable header;
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public FillFlowContainer<ModButtonEmpty> ButtonsContainer { get; }
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protected IReadOnlyList<ModButton> Buttons { get; private set; } = Array.Empty<ModButton>();
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public Action<Mod> Action;
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public Key[] ToggleKeys;
public readonly ModType ModType;
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public IEnumerable<Mod> SelectedMods => Buttons.Select(b => b.SelectedMod).Where(m => m != null);
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private CancellationTokenSource modsLoadCts;
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protected bool SelectionAnimationRunning => pendingSelectionOperations.Count > 0;
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/// <summary>
/// True when all mod icons have completed loading.
/// </summary>
public bool ModIconsLoaded { get; private set; } = true;
public IEnumerable<Mod> Mods
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{
set
{
var modContainers = value.Select(m =>
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{
if (m == null)
return new ModButtonEmpty();
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return CreateModButton(m).With(b =>
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{
b.SelectionChanged = mod =>
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{
ModButtonStateChanged(mod);
Action?.Invoke(mod);
};
});
}).ToArray();
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modsLoadCts?.Cancel();
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if (modContainers.Length == 0)
{
ModIconsLoaded = true;
header.Hide();
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Hide();
return;
}
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ModIconsLoaded = false;
LoadComponentsAsync(modContainers, c =>
{
ModIconsLoaded = true;
ButtonsContainer.ChildrenEnumerable = c;
}, (modsLoadCts = new CancellationTokenSource()).Token);
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Buttons = modContainers.OfType<ModButton>().ToArray();
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header.FadeIn(200);
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this.FadeIn(200);
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}
}
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protected virtual void ModButtonStateChanged(Mod mod)
{
}
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protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.ControlPressed) return false;
if (ToggleKeys != null)
{
int index = Array.IndexOf(ToggleKeys, e.Key);
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if (index > -1 && index < Buttons.Count)
Buttons[index].SelectNext(e.ShiftPressed ? -1 : 1);
}
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return base.OnKeyDown(e);
}
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private const double initial_multiple_selection_delay = 120;
private double selectionDelay = initial_multiple_selection_delay;
private double lastSelection;
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private readonly Queue<Action> pendingSelectionOperations = new Queue<Action>();
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protected override void Update()
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{
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base.Update();
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if (selectionDelay == initial_multiple_selection_delay || Time.Current - lastSelection >= selectionDelay)
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{
if (pendingSelectionOperations.TryDequeue(out var dequeuedAction))
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{
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dequeuedAction();
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// each time we play an animation, we decrease the time until the next animation (to ramp the visual and audible elements).
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selectionDelay = Math.Max(30, selectionDelay * 0.8f);
lastSelection = Time.Current;
}
else
{
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// reset the selection delay after all animations have been completed.
// this will cause the next action to be immediately performed.
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selectionDelay = initial_multiple_selection_delay;
}
}
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}
/// <summary>
/// Selects all mods.
/// </summary>
public void SelectAll()
{
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pendingSelectionOperations.Clear();
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foreach (var button in Buttons.Where(b => !b.Selected))
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pendingSelectionOperations.Enqueue(() => button.SelectAt(0));
}
/// <summary>
/// Deselects all mods.
/// </summary>
public void DeselectAll()
{
pendingSelectionOperations.Clear();
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DeselectTypes(Buttons.Select(b => b.SelectedMod?.GetType()).Where(t => t != null));
}
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/// <summary>
/// Deselect one or more mods in this section.
/// </summary>
/// <param name="modTypes">The types of <see cref="Mod"/>s which should be deselected.</param>
/// <param name="immediate">Whether the deselection should happen immediately. Should only be used when required to ensure correct selection flow.</param>
/// <param name="newSelection">If this deselection is triggered by a user selection, this should contain the newly selected type. This type will never be deselected, even if it matches one provided in <paramref name="modTypes"/>.</param>
public void DeselectTypes(IEnumerable<Type> modTypes, bool immediate = false, Mod newSelection = null)
{
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foreach (var button in Buttons)
{
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if (button.SelectedMod == null) continue;
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if (button.SelectedMod == newSelection)
continue;
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foreach (var type in modTypes)
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{
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if (type.IsInstanceOfType(button.SelectedMod))
{
if (immediate)
button.Deselect();
else
pendingSelectionOperations.Enqueue(button.Deselect);
}
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}
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}
}
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/// <summary>
/// Updates all buttons with the given list of selected mods.
/// </summary>
/// <param name="newSelectedMods">The new list of selected mods to select.</param>
public void UpdateSelectedButtons(IReadOnlyList<Mod> newSelectedMods)
{
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foreach (var button in Buttons)
updateButtonSelection(button, newSelectedMods);
}
private void updateButtonSelection(ModButton button, IReadOnlyList<Mod> newSelectedMods)
{
foreach (var mod in newSelectedMods)
{
int index = Array.FindIndex(button.Mods, m1 => mod.GetType() == m1.GetType());
if (index < 0)
continue;
var buttonMod = button.Mods[index];
// as this is likely coming from an external change, ensure the settings of the mod are in sync.
buttonMod.CopyFrom(mod);
button.SelectAt(index, false);
return;
}
button.Deselect();
}
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public ModSection(ModType type)
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{
ModType = type;
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AutoSizeAxes = Axes.Y;
RelativeSizeAxes = Axes.X;
Origin = Anchor.TopCentre;
Anchor = Anchor.TopCentre;
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InternalChildren = new[]
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{
header = CreateHeader(type.Humanize(LetterCasing.Title)),
ButtonsContainer = new FillFlowContainer<ModButtonEmpty>
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{
AutoSizeAxes = Axes.Y,
RelativeSizeAxes = Axes.X,
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Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
Spacing = new Vector2(50f, 0f),
Margin = new MarginPadding
{
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Top = 20,
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},
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AlwaysPresent = true
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},
};
}
protected virtual Drawable CreateHeader(string text) => new OsuSpriteText
{
Font = OsuFont.GetFont(weight: FontWeight.Bold),
Text = text
};
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protected virtual ModButton CreateModButton(Mod mod) => new ModButton(mod);
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/// <summary>
/// Run any delayed selections (due to animation) immediately to leave mods in a good (final) state.
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/// </summary>
public void FlushPendingSelections()
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{
while (pendingSelectionOperations.TryDequeue(out var dequeuedAction))
dequeuedAction();
}
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}
}