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