Update to use new bindables and centered area offset

This commit is contained in:
Dean Herbert
2021-03-17 12:50:02 +09:00
parent 9d0c8902a6
commit 196f95ae54
3 changed files with 89 additions and 71 deletions

View File

@ -1,7 +1,6 @@
// 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.Drawing;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
@ -18,15 +17,15 @@ namespace osu.Game.Overlays.Settings.Sections.Input
{
private readonly ITabletHandler tabletHandler;
private readonly BindableSize areaOffset = new BindableSize();
private readonly BindableSize areaSize = new BindableSize();
private readonly IBindable<Size> tabletSize = new BindableSize();
private readonly Bindable<Vector2> areaOffset = new Bindable<Vector2>();
private readonly Bindable<Vector2> areaSize = new Bindable<Vector2>();
private readonly IBindable<TabletInfo> tablet = new Bindable<TabletInfo>();
private readonly BindableNumber<int> offsetX = new BindableNumber<int> { MinValue = 0 };
private readonly BindableNumber<int> offsetY = new BindableNumber<int> { MinValue = 0 };
private readonly BindableNumber<float> offsetX = new BindableNumber<float> { MinValue = 0 };
private readonly BindableNumber<float> offsetY = new BindableNumber<float> { MinValue = 0 };
private readonly BindableNumber<int> sizeX = new BindableNumber<int> { MinValue = 10 };
private readonly BindableNumber<int> sizeY = new BindableNumber<int> { MinValue = 10 };
private readonly BindableNumber<float> sizeX = new BindableNumber<float> { MinValue = 10 };
private readonly BindableNumber<float> sizeY = new BindableNumber<float> { MinValue = 10 };
[Resolved]
private GameHost host { get; set; }
@ -108,12 +107,12 @@ namespace osu.Game.Overlays.Settings.Sections.Input
LabelText = "Aspect Ratio",
Current = aspectRatio
},
new SettingsSlider<int>
new SettingsSlider<float>
{
LabelText = "X Offset",
Current = offsetX
},
new SettingsSlider<int>
new SettingsSlider<float>
{
LabelText = "Y Offset",
Current = offsetY
@ -123,12 +122,12 @@ namespace osu.Game.Overlays.Settings.Sections.Input
LabelText = "Lock aspect ratio",
Current = aspectLock
},
new SettingsSlider<int>
new SettingsSlider<float>
{
LabelText = "Width",
Current = sizeX
},
new SettingsSlider<int>
new SettingsSlider<float>
{
LabelText = "Height",
Current = sizeY
@ -140,23 +139,23 @@ namespace osu.Game.Overlays.Settings.Sections.Input
areaOffset.BindTo(tabletHandler.AreaOffset);
areaOffset.BindValueChanged(val =>
{
offsetX.Value = val.NewValue.Width;
offsetY.Value = val.NewValue.Height;
offsetX.Value = val.NewValue.X;
offsetY.Value = val.NewValue.Y;
}, true);
offsetX.BindValueChanged(val => areaOffset.Value = new Size(val.NewValue, areaOffset.Value.Height));
offsetY.BindValueChanged(val => areaOffset.Value = new Size(areaOffset.Value.Width, val.NewValue));
offsetX.BindValueChanged(val => areaOffset.Value = new Vector2(val.NewValue, areaOffset.Value.Y));
offsetY.BindValueChanged(val => areaOffset.Value = new Vector2(areaOffset.Value.X, val.NewValue));
areaSize.BindTo(tabletHandler.AreaSize);
areaSize.BindValueChanged(val =>
{
sizeX.Value = val.NewValue.Width;
sizeY.Value = val.NewValue.Height;
sizeX.Value = val.NewValue.X;
sizeY.Value = val.NewValue.Y;
}, true);
sizeX.BindValueChanged(val =>
{
areaSize.Value = new Size(val.NewValue, areaSize.Value.Height);
areaSize.Value = new Vector2(val.NewValue, areaSize.Value.Y);
aspectRatioApplication?.Cancel();
aspectRatioApplication = Schedule(() => applyAspectRatio(sizeX));
@ -164,7 +163,7 @@ namespace osu.Game.Overlays.Settings.Sections.Input
sizeY.BindValueChanged(val =>
{
areaSize.Value = new Size(areaSize.Value.Width, val.NewValue);
areaSize.Value = new Vector2(areaSize.Value.X, val.NewValue);
aspectRatioApplication?.Cancel();
aspectRatioApplication = Schedule(() => applyAspectRatio(sizeY));
@ -176,10 +175,12 @@ namespace osu.Game.Overlays.Settings.Sections.Input
aspectRatioApplication = Schedule(() => forceAspectRatio(aspect.NewValue));
});
tabletSize.BindTo(tabletHandler.TabletSize);
tabletSize.BindValueChanged(val =>
tablet.BindTo(tabletHandler.Tablet);
tablet.BindValueChanged(val =>
{
bool tabletFound = tabletSize.Value != System.Drawing.Size.Empty;
var tab = val.NewValue;
bool tabletFound = tab != null;
if (!tabletFound)
{
@ -192,17 +193,19 @@ namespace osu.Game.Overlays.Settings.Sections.Input
noTabletMessage.Hide();
// todo: these should propagate from a TabletChanged event or similar.
offsetX.MaxValue = val.NewValue.Width;
sizeX.Default = sizeX.MaxValue = val.NewValue.Width;
offsetX.MaxValue = tab.Size.X;
offsetX.Default = tab.Size.X / 2;
sizeX.Default = sizeX.MaxValue = tab.Size.X;
offsetY.MaxValue = val.NewValue.Height;
sizeY.Default = sizeY.MaxValue = val.NewValue.Height;
offsetY.MaxValue = tab.Size.Y;
offsetY.Default = tab.Size.Y / 2;
sizeY.Default = sizeY.MaxValue = tab.Size.Y;
areaSize.Default = new Size(sizeX.Default, sizeY.Default);
areaSize.Default = new Vector2(sizeX.Default, sizeY.Default);
}, true);
}
private void applyAspectRatio(BindableNumber<int> sizeChanged)
private void applyAspectRatio(BindableNumber<float> sizeChanged)
{
try
{
@ -220,9 +223,9 @@ namespace osu.Game.Overlays.Settings.Sections.Input
// if lock is applied (or the specified values were out of range) aim to adjust the axis the user was not adjusting to conform.
if (sizeChanged == sizeX)
sizeY.Value = (int)(areaSize.Value.Width / aspectRatio.Value);
sizeY.Value = (int)(areaSize.Value.X / aspectRatio.Value);
else
sizeX.Value = (int)(areaSize.Value.Height * aspectRatio.Value);
sizeX.Value = (int)(areaSize.Value.Y * aspectRatio.Value);
}
finally
{
@ -251,6 +254,6 @@ namespace osu.Game.Overlays.Settings.Sections.Input
private void updateAspectRatio() => aspectRatio.Value = curentAspectRatio;
private float curentAspectRatio => (float)sizeX.Value / sizeY.Value;
private float curentAspectRatio => sizeX.Value / sizeY.Value;
}
}