osu/osu.Game/Screens/Play/KeyCounterDisplay.cs

163 lines
4.8 KiB
C#

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