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osu-lazer/osu.Game/Online/Chat/DrawableLinkCompiler.cs

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// 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.
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using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
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using osu.Framework.Extensions.ListExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
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using osu.Framework.Lists;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.UserInterface;
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using osu.Game.Overlays;
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using osuTK;
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namespace osu.Game.Online.Chat
{
/// <summary>
/// An invisible drawable that brings multiple <see cref="Drawable"/> pieces together to form a consumable clickable link.
/// </summary>
public partial class DrawableLinkCompiler : OsuHoverContainer
{
/// <summary>
/// Each word part of a chat link (split for word-wrap support).
/// </summary>
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public readonly SlimReadOnlyListWrapper<Drawable> Parts;
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[Resolved]
private OverlayColourProvider? overlayColourProvider { get; set; }
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
{
foreach (var part in Parts)
{
if (part.ReceivePositionalInputAt(screenSpacePos))
return true;
}
return false;
}
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protected override HoverSounds CreateHoverSounds(HoverSampleSet sampleSet) => new LinkHoverSounds(sampleSet, Parts);
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public DrawableLinkCompiler(ITextPart part)
: this(part.Drawables.OfType<SpriteText>())
{
}
public DrawableLinkCompiler(IEnumerable<Drawable> parts)
{
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Parts = parts.ToList().AsSlimReadOnly();
}
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[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
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IdleColour = overlayColourProvider?.Light2 ?? colours.Blue;
}
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protected override IEnumerable<Drawable> EffectTargets => Parts;
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private partial class LinkHoverSounds : HoverClickSounds
{
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private readonly SlimReadOnlyListWrapper<Drawable> parts;
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public LinkHoverSounds(HoverSampleSet sampleSet, SlimReadOnlyListWrapper<Drawable> parts)
: base(sampleSet)
{
this.parts = parts;
}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
{
foreach (var part in parts)
{
if (part.ReceivePositionalInputAt(screenSpacePos))
return true;
}
return false;
}
}
}
}