2019-01-24 16:43:03 +08:00
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// 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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2018-07-10 01:42:57 +08:00
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.Chat;
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2018-11-20 15:51:59 +08:00
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using osuTK;
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2018-07-10 01:42:57 +08:00
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using System;
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2018-07-30 03:18:37 +08:00
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using System.Linq;
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2019-02-21 18:04:31 +08:00
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using osu.Framework.Bindables;
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2020-01-26 05:16:21 +08:00
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using osu.Framework.Graphics.Containers;
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2018-07-10 01:42:57 +08:00
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namespace osu.Game.Overlays.Chat.Tabs
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{
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public class ChannelTabControl : OsuTabControl<Channel>
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{
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2019-11-12 20:07:01 +08:00
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public const float SHEAR_WIDTH = 10;
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public Action<Channel> OnRequestLeave;
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public readonly Bindable<bool> ChannelSelectorActive = new Bindable<bool>();
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private readonly ChannelSelectorTabItem selectorTab;
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public ChannelTabControl()
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{
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2019-10-07 01:22:55 +08:00
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Padding = new MarginPadding { Left = 50 };
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2018-07-10 04:59:29 +08:00
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TabContainer.Spacing = new Vector2(-SHEAR_WIDTH, 0);
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TabContainer.Masking = false;
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2019-05-12 18:26:03 +08:00
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AddTabItem(selectorTab = new ChannelSelectorTabItem());
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ChannelSelectorActive.BindTo(selectorTab.Active);
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}
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protected override void AddTabItem(TabItem<Channel> item, bool addToDropdown = true)
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{
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if (item != selectorTab && TabContainer.GetLayoutPosition(selectorTab) < float.MaxValue)
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// performTabSort might've made selectorTab's position wonky, fix it
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TabContainer.SetLayoutPosition(selectorTab, float.MaxValue);
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2019-06-26 18:25:54 +08:00
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((ChannelTabItem)item).OnRequestClose += tabCloseRequested;
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2018-07-10 01:42:57 +08:00
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base.AddTabItem(item, addToDropdown);
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}
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protected override TabItem<Channel> CreateTabItem(Channel value)
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{
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switch (value.Type)
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{
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default:
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return new ChannelTabItem(value);
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case ChannelType.PM:
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return new PrivateChannelTabItem(value);
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}
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}
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2018-07-30 03:18:37 +08:00
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/// <summary>
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/// Adds a channel to the ChannelTabControl.
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/// The first channel added will automaticly selected.
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/// </summary>
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/// <param name="channel">The channel that is going to be added.</param>
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public void AddChannel(Channel channel)
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{
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if (!Items.Contains(channel))
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AddItem(channel);
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if (Current.Value == null)
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Current.Value = channel;
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}
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/// <summary>
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/// Removes a channel from the ChannelTabControl.
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/// If the selected channel is the one that is beeing removed, the next available channel will be selected.
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/// </summary>
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/// <param name="channel">The channel that is going to be removed.</param>
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public void RemoveChannel(Channel channel)
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{
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RemoveItem(channel);
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if (Current.Value == channel)
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{
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// Prefer non-selector channels first
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Current.Value = Items.FirstOrDefault(c => !(c is ChannelSelectorTabItem.ChannelSelectorTabChannel)) ?? Items.FirstOrDefault();
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}
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}
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2018-07-10 01:42:57 +08:00
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protected override void SelectTab(TabItem<Channel> tab)
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{
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if (tab is ChannelSelectorTabItem)
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{
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tab.Active.Value = true;
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return;
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}
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base.SelectTab(tab);
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2018-12-06 19:56:33 +08:00
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selectorTab.Active.Value = false;
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}
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2019-06-26 18:25:54 +08:00
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private void tabCloseRequested(TabItem<Channel> tab)
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{
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int totalTabs = TabContainer.Count - 1; // account for selectorTab
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int currentIndex = Math.Clamp(TabContainer.IndexOf(tab), 1, totalTabs);
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if (tab == SelectedTab && totalTabs > 1)
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// Select the tab after tab-to-be-removed's index, or the tab before if current == last
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SelectTab(TabContainer[currentIndex == totalTabs ? currentIndex - 1 : currentIndex + 1]);
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2019-02-21 17:56:34 +08:00
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else if (totalTabs == 1 && !selectorTab.Active.Value)
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// Open channel selection overlay if all channel tabs will be closed after removing this tab
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SelectTab(selectorTab);
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OnRequestLeave?.Invoke(tab.Value);
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}
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2020-01-26 05:16:21 +08:00
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protected override TabFillFlowContainer CreateTabFlow() => new ChannelTabFillFlowContainer
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{
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Direction = FillDirection.Full,
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RelativeSizeAxes = Axes.Both,
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Depth = -1,
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Masking = true
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};
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private class ChannelTabFillFlowContainer : TabFillFlowContainer
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{
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protected override int Compare(Drawable x, Drawable y) => CompareReverseChildID(x, y);
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}
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}
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}
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