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https://github.com/osukey/osukey.git
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Revert namings and behaviour changes
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@ -19,13 +19,8 @@ namespace osu.Game.Screens.Play
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private const int duration = 100;
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private const double key_fade_time = 80;
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/// <summary>
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/// Whether to always show key counter regardless of any other condition.
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/// This is bound to <see cref="OsuSetting.KeyOverlay"/> configuration setting bindable.
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/// </summary>
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private readonly Bindable<bool> alwaysShow = new Bindable<bool>();
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public readonly Bindable<bool> HasReplayLoaded = new BindableBool();
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public readonly Bindable<bool> Visible = new Bindable<bool>(true);
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private readonly Bindable<bool> configVisibility = new Bindable<bool>();
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protected readonly FillFlowContainer<KeyCounter> KeyFlow;
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@ -56,15 +51,15 @@ namespace osu.Game.Screens.Play
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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config.BindWith(OsuSetting.KeyOverlay, alwaysShow);
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config.BindWith(OsuSetting.KeyOverlay, configVisibility);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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HasReplayLoaded.BindValueChanged(_ => updateVisibility());
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alwaysShow.BindValueChanged(_ => updateVisibility(), true);
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Visible.BindValueChanged(_ => updateVisibility());
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configVisibility.BindValueChanged(_ => updateVisibility(), true);
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}
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private bool isCounting = true;
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@ -116,7 +111,7 @@ namespace osu.Game.Screens.Play
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private void updateVisibility() =>
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// Isolate changing visibility of the key counters from fading this component.
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KeyFlow.FadeTo(HasReplayLoaded.Value || alwaysShow.Value ? 1 : 0, duration);
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KeyFlow.FadeTo(AlwaysVisible.Value || configVisibility.Value ? 1 : 0, duration);
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public override bool HandleNonPositionalInput => receptor == null;
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public override bool HandlePositionalInput => receptor == null;
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@ -219,7 +219,7 @@ namespace osu.Game.Screens.Play
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IsPaused = { BindTarget = GameplayClockContainer.IsPaused }
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},
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PlayerSettingsOverlay = { PlaybackSettings = { UserPlaybackRate = { BindTarget = GameplayClockContainer.UserPlaybackRate } } },
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KeyCounter = { HasReplayLoaded = { BindTarget = DrawableRuleset.HasReplayLoaded } },
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KeyCounter = { Visible = { BindTarget = DrawableRuleset.HasReplayLoaded } },
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RequestSeek = GameplayClockContainer.Seek,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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