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osu-lazer/osu.Game/Overlays/Volume/MuteButton.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
using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input.States;
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using osu.Game.Graphics;
using OpenTK;
using OpenTK.Graphics;
namespace osu.Game.Overlays.Volume
{
public class MuteButton : Container, IHasCurrentValue<bool>
{
public Bindable<bool> Current { get; } = new Bindable<bool>();
private Color4 hoveredColour, unhoveredColour;
private const float width = 100;
public const float HEIGHT = 35;
public MuteButton()
{
Masking = true;
BorderThickness = 3;
CornerRadius = HEIGHT / 2;
Size = new Vector2(width, HEIGHT);
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
hoveredColour = colours.YellowDark;
BorderColour = unhoveredColour = colours.Gray1.Opacity(0.9f);
SpriteIcon icon;
AddRange(new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = colours.Gray1,
Alpha = 0.9f,
},
icon = new SpriteIcon
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
Size = new Vector2(20),
}
});
Current.ValueChanged += newValue =>
{
icon.Icon = newValue ? FontAwesome.fa_volume_off : FontAwesome.fa_volume_up;
icon.Margin = new MarginPadding { Left = newValue ? width / 2 - 15 : width / 2 - 10 }; //Magic numbers to line up both icons because they're different widths
};
Current.TriggerChange();
}
protected override bool OnHover(InputState state)
{
this.TransformTo<MuteButton, SRGBColour>("BorderColour", hoveredColour, 500, Easing.OutQuint);
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return false;
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}
protected override void OnHoverLost(InputState state)
{
this.TransformTo<MuteButton, SRGBColour>("BorderColour", unhoveredColour, 500, Easing.OutQuint);
}
protected override bool OnClick(InputState state)
{
Current.Value = !Current.Value;
return true;
}
}
}