mirror of https://github.com/ppy/osu
72 lines
3.5 KiB
C#
72 lines
3.5 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 osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Threading;
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using osu.Game.Screens.Play.HUD;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Extensions
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{
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public static class DrawableExtensions
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{
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public const double REPEAT_INTERVAL = 70;
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public const double INITIAL_DELAY = 250;
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/// <summary>
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/// Helper method that is used while <see cref="IKeyBindingHandler"/> doesn't support repetitions of <see cref="IKeyBindingHandler{T}.OnPressed"/>.
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/// Simulates repetitions by continually invoking a delegate according to the default key repeat rate.
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/// </summary>
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/// <remarks>
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/// The returned delegate can be cancelled to stop repeat events from firing (usually in <see cref="IKeyBindingHandler{T}.OnReleased"/>).
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/// </remarks>
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/// <param name="handler">The <see cref="IKeyBindingHandler{T}"/> which is handling the repeat.</param>
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/// <param name="scheduler">The <see cref="Scheduler"/> to schedule repetitions on.</param>
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/// <param name="action">The <see cref="Action"/> to be invoked once immediately and with every repetition.</param>
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/// <param name="initialRepeatDelay">The delay imposed on the first repeat. Defaults to <see cref="INITIAL_DELAY"/>.</param>
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/// <returns>A <see cref="ScheduledDelegate"/> which can be cancelled to stop the repeat events from firing.</returns>
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public static ScheduledDelegate BeginKeyRepeat(this IKeyBindingHandler handler, Scheduler scheduler, Action action, double initialRepeatDelay = INITIAL_DELAY)
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{
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action();
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ScheduledDelegate repeatDelegate = new ScheduledDelegate(action, handler.Time.Current + initialRepeatDelay, REPEAT_INTERVAL);
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scheduler.Add(repeatDelegate);
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return repeatDelegate;
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}
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/// <summary>
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/// Accepts a delta vector in screen-space coordinates and converts it to one which can be applied to this drawable's position.
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/// </summary>
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/// <param name="drawable">The drawable.</param>
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/// <param name="delta">A delta in screen-space coordinates.</param>
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/// <returns>The delta vector in Parent's coordinates.</returns>
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public static Vector2 ScreenSpaceDeltaToParentSpace(this Drawable drawable, Vector2 delta) =>
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drawable.Parent.ToLocalSpace(drawable.Parent.ToScreenSpace(Vector2.Zero) + delta);
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public static SkinnableInfo CreateSkinnableInfo(this Drawable component) => new SkinnableInfo(component);
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public static void ApplySkinnableInfo(this Drawable component, SkinnableInfo info)
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{
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// todo: can probably make this better via deserialisation directly using a common interface.
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component.Position = info.Position;
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component.Rotation = info.Rotation;
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component.Scale = info.Scale;
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component.Anchor = info.Anchor;
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component.Origin = info.Origin;
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if (component is ISkinnableDrawable skinnable)
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skinnable.UsesFixedAnchor = info.UsesFixedAnchor;
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if (component is Container container)
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{
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foreach (var child in info.Children)
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container.Add(child.CreateInstance());
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}
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}
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}
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}
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