mirror of
https://github.com/ppy/osu
synced 2024-12-11 01:19:26 +00:00
163 lines
4.8 KiB
C#
163 lines
4.8 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.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.Game.Configuration;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Play
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{
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public class KeyCounterDisplay : Container<KeyCounter>
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{
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private const int duration = 100;
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private const double key_fade_time = 80;
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private readonly Bindable<bool> configVisibility = new Bindable<bool>();
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protected readonly FillFlowContainer<KeyCounter> KeyFlow;
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protected override Container<KeyCounter> Content => KeyFlow;
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/// <summary>
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/// Whether the key counter should be visible regardless of the configuration value.
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/// This is true by default, but can be changed.
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/// </summary>
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public readonly Bindable<bool> AlwaysVisible = new Bindable<bool>(true);
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public KeyCounterDisplay()
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{
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AutoSizeAxes = Axes.Both;
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InternalChild = KeyFlow = new FillFlowContainer<KeyCounter>
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{
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Direction = FillDirection.Horizontal,
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AutoSizeAxes = Axes.Both,
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};
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}
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public override void Add(KeyCounter key)
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{
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if (key == null) throw new ArgumentNullException(nameof(key));
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base.Add(key);
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key.IsCounting = IsCounting;
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key.FadeTime = key_fade_time;
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key.KeyDownTextColor = KeyDownTextColor;
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key.KeyUpTextColor = KeyUpTextColor;
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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config.BindWith(OsuSetting.KeyOverlay, configVisibility);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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AlwaysVisible.BindValueChanged(_ => updateVisibility());
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configVisibility.BindValueChanged(_ => updateVisibility(), true);
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}
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private bool isCounting = true;
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public bool IsCounting
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{
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get => isCounting;
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set
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{
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if (value == isCounting) return;
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isCounting = value;
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foreach (var child in Children)
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child.IsCounting = value;
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}
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}
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private Color4 keyDownTextColor = Color4.DarkGray;
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public Color4 KeyDownTextColor
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{
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get => keyDownTextColor;
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set
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{
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if (value != keyDownTextColor)
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{
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keyDownTextColor = value;
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foreach (var child in Children)
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child.KeyDownTextColor = value;
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}
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}
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}
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private Color4 keyUpTextColor = Color4.White;
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public Color4 KeyUpTextColor
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{
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get => keyUpTextColor;
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set
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{
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if (value != keyUpTextColor)
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{
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keyUpTextColor = value;
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foreach (var child in Children)
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child.KeyUpTextColor = value;
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}
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}
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}
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private void updateVisibility() =>
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// Isolate changing visibility of the key counters from fading this component.
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KeyFlow.FadeTo(AlwaysVisible.Value || configVisibility.Value ? 1 : 0, duration);
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public override bool HandleNonPositionalInput => receptor == null;
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public override bool HandlePositionalInput => receptor == null;
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private Receptor receptor;
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public void SetReceptor(Receptor receptor)
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{
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if (this.receptor != null)
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throw new InvalidOperationException("Cannot set a new receptor when one is already active");
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this.receptor = receptor;
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}
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public class Receptor : Drawable
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{
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protected readonly KeyCounterDisplay Target;
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public Receptor(KeyCounterDisplay target)
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{
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RelativeSizeAxes = Axes.Both;
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Depth = float.MinValue;
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Target = target;
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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protected override bool Handle(UIEvent e)
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{
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switch (e)
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{
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case KeyDownEvent _:
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case KeyUpEvent _:
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case MouseDownEvent _:
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case MouseUpEvent _:
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return Target.Children.Any(c => c.TriggerEvent(e));
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}
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return base.Handle(e);
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}
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}
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}
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}
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