mirror of https://github.com/ppy/osu
113 lines
4.2 KiB
C#
113 lines
4.2 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 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.Graphics.UserInterface;
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using osu.Game.Beatmaps;
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using osu.Game.Overlays.Settings;
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namespace osu.Game.Rulesets.Mods
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{
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public class DifficultyAdjustSettingsControl : SettingsItem<float?>
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{
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; }
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/// <summary>
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/// Used to track the display value on the setting slider.
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/// </summary>
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/// <remarks>
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/// When the mod is overriding a default, this will match the value of <see cref="Current"/>.
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/// When there is no override (ie. <see cref="Current"/> is null), this value will match the beatmap provided default via <see cref="updateCurrentFromSlider"/>.
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/// </remarks>
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private readonly BindableNumber<float> sliderDisplayCurrent = new BindableNumber<float>();
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protected override Drawable CreateControl() => new SliderControl(sliderDisplayCurrent);
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/// <summary>
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/// Guards against beatmap values displayed on slider bars being transferred to user override.
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/// </summary>
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private bool isInternalChange;
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private DifficultyBindable difficultyBindable;
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public override Bindable<float?> Current
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{
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get => base.Current;
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set
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{
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// Intercept and extract the internal number bindable from DifficultyBindable.
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// This will provide bounds and precision specifications for the slider bar.
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difficultyBindable = ((DifficultyBindable)value).GetBoundCopy();
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sliderDisplayCurrent.BindTo(difficultyBindable.CurrentNumber);
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base.Current = difficultyBindable;
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}
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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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Current.BindValueChanged(current => updateCurrentFromSlider());
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beatmap.BindValueChanged(b => updateCurrentFromSlider(), true);
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sliderDisplayCurrent.BindValueChanged(number =>
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{
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// this handles the transfer of the slider value to the main bindable.
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// as such, should be skipped if the slider is being updated via updateFromDifficulty().
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if (!isInternalChange)
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Current.Value = number.NewValue;
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});
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}
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private void updateCurrentFromSlider()
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{
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if (Current.Value != null)
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{
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// a user override has been added or updated.
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sliderDisplayCurrent.Value = Current.Value.Value;
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return;
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}
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var difficulty = beatmap.Value.BeatmapInfo.BaseDifficulty;
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if (difficulty == null)
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return;
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// generally should always be implemented, else the slider will have a zero default.
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if (difficultyBindable.ReadCurrentFromDifficulty == null)
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return;
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isInternalChange = true;
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sliderDisplayCurrent.Value = difficultyBindable.ReadCurrentFromDifficulty(difficulty);
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isInternalChange = false;
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}
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private class SliderControl : CompositeDrawable, IHasCurrentValue<float?>
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{
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// This is required as SettingsItem relies heavily on this bindable for internal use.
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// The actual update flow is done via the bindable provided in the constructor.
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public Bindable<float?> Current { get; set; } = new Bindable<float?>();
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public SliderControl(BindableNumber<float> currentNumber)
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{
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InternalChildren = new Drawable[]
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{
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new SettingsSlider<float>
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{
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ShowsDefaultIndicator = false,
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Current = currentNumber,
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}
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};
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AutoSizeAxes = Axes.Y;
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RelativeSizeAxes = Axes.X;
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}
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}
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}
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}
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