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osu-lazer/osu.Game/Overlays/Changelog/Header/TextBadgePair.cs

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input;
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using System;
namespace osu.Game.Overlays.Changelog.Header
{
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public class TextBadgePair : Container
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{
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protected SpriteText Text;
protected LineBadge LineBadge;
public bool IsActivated { get; protected set; }
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public Action OnActivation;
public Action OnDeactivation;
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private SampleChannel sampleHover;
protected SampleChannel SampleActivate;
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public void SetTextColour(ColourInfo newColour, double duration = 0, Easing easing = Easing.None)
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{
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Text.FadeColour(newColour, duration, easing);
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}
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public void SetBadgeColour(ColourInfo newColour, double duration = 0, Easing easing = Easing.None)
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{
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LineBadge.FadeColour(newColour, duration, easing);
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}
public void HideText(double duration = 0, Easing easing = Easing.InOutCubic)
{
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LineBadge.IsCollapsed = true;
Text.MoveToY(20, duration, easing)
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.FadeOut(duration, easing);
}
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public void ShowText(double duration = 0, string displayText = null, Easing easing = Easing.InOutCubic)
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{
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LineBadge.IsCollapsed = false;
if (!string.IsNullOrEmpty(displayText)) Text.Text = displayText;
Text.MoveToY(0, duration, easing)
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.FadeIn(duration, easing);
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}
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/// <param name="duration">
/// The duration of popping in and popping out not combined.
/// Full change takes double this time.</param>
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public void ChangeText(double duration = 0, string displayText = null, Easing easing = Easing.InOutCubic)
{
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LineBadge.IsCollapsed = true;
Text.MoveToY(20, duration, easing)
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.FadeOut(duration, easing)
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.Then()
.MoveToY(0, duration, easing)
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.FadeIn(duration, easing);
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// since using .finally/.oncomplete after first fadeout made the badge
// not hide sometimes in visual tests(because FinishTransforms()/CancelTransforms()
// didn't apply to transforms that come after the .finally), I'm using a scheduler here
Scheduler.AddDelayed(() =>
{
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if (!string.IsNullOrEmpty(displayText)) Text.Text = displayText;
LineBadge.IsCollapsed = false;
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}, duration);
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}
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public TextBadgePair(ColourInfo badgeColour, string displayText = "Listing", bool startCollapsed = true)
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{
AutoSizeAxes = Axes.X;
RelativeSizeAxes = Axes.Y;
Children = new Drawable[]
{
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Text = new SpriteText
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{
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TextSize = 21, // web is 16, but here it looks too small?
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Text = displayText,
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Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft,
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Margin = new MarginPadding
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{
Top = 5,
Bottom = 15,
}
},
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LineBadge = new LineBadge(startCollapsed)
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{
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Width = 1,
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Colour = badgeColour,
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RelativeSizeAxes = Axes.X,
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}
};
}
public virtual void Deactivate()
{
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IsActivated = false;
LineBadge.IsCollapsed = true;
Text.Font = "Exo2.0-Regular";
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}
public virtual void Activate()
{
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IsActivated = true;
LineBadge.IsCollapsed = false;
Text.Font = "Exo2.0-Bold";
SampleActivate?.Play();
}
protected override bool OnHover(InputState state)
{
if (!IsActivated) sampleHover?.Play();
return base.OnHover(state);
}
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
sampleHover = audio.Sample.Get(@"UI/generic-hover-soft");
SampleActivate = audio.Sample.Get(@"UI/generic-select-soft");
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}
}
}