mirror of
https://github.com/osukey/osukey.git
synced 2025-08-04 23:24:04 +09:00
Rename Visible to HasReplayLoaded and change default value
Doesn't make sense to be true by default
This commit is contained in:
@ -20,12 +20,12 @@ namespace osu.Game.Screens.Play
|
||||
private const double key_fade_time = 80;
|
||||
|
||||
/// <summary>
|
||||
/// Whether to always show key counter regardless of <see cref="Visible"/>.
|
||||
/// Whether to always show key counter regardless of any other condition.
|
||||
/// This is bound to <see cref="OsuSetting.KeyOverlay"/> configuration setting bindable.
|
||||
/// </summary>
|
||||
private readonly Bindable<bool> alwaysShow = new Bindable<bool>();
|
||||
|
||||
public readonly Bindable<bool> Visible = new Bindable<bool>(true);
|
||||
public readonly Bindable<bool> HasReplayLoaded = new BindableBool();
|
||||
|
||||
protected readonly FillFlowContainer<KeyCounter> KeyFlow;
|
||||
|
||||
@ -63,7 +63,7 @@ namespace osu.Game.Screens.Play
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
Visible.BindValueChanged(_ => updateVisibility());
|
||||
HasReplayLoaded.BindValueChanged(_ => updateVisibility());
|
||||
alwaysShow.BindValueChanged(_ => updateVisibility(), true);
|
||||
}
|
||||
|
||||
@ -116,7 +116,7 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
private void updateVisibility() =>
|
||||
// Isolate changing visibility of the key counters from fading this component.
|
||||
KeyFlow.FadeTo(Visible.Value || alwaysShow.Value ? 1 : 0, duration);
|
||||
KeyFlow.FadeTo(HasReplayLoaded.Value || alwaysShow.Value ? 1 : 0, duration);
|
||||
|
||||
public override bool HandleNonPositionalInput => receptor == null;
|
||||
public override bool HandlePositionalInput => receptor == null;
|
||||
|
@ -219,7 +219,7 @@ namespace osu.Game.Screens.Play
|
||||
IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
|
||||
},
|
||||
PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
|
||||
KeyCounter = { Visible = { BindTarget = DrawableRuleset.HasReplayLoaded } },
|
||||
KeyCounter = { HasReplayLoaded = { BindTarget = DrawableRuleset.HasReplayLoaded } },
|
||||
RequestSeek = GameplayClockContainer.Seek,
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre
|
||||
|
Reference in New Issue
Block a user