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osu-lazer/osu.Game/Screens/Select/Options/BeatmapOptionsOverlay.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Game.Graphics;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Input;
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namespace osu.Game.Screens.Select.Options
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{
public class BeatmapOptionsOverlay : FocusedOverlayContainer
{
private const float transition_duration = 500;
private const float x_position = 0.2f;
private const float x_movement = 0.8f;
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private const float height = 100;
private readonly Box holder;
private readonly FillFlowContainer<BeatmapOptionsButton> buttonsContainer;
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protected override void PopIn()
{
base.PopIn();
FadeIn(transition_duration, EasingTypes.OutQuint);
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if (buttonsContainer.Position.X == 1 || Alpha == 0)
buttonsContainer.MoveToX(x_position - x_movement);
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holder.ScaleTo(new Vector2(1, 1), transition_duration / 2, EasingTypes.OutQuint);
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buttonsContainer.MoveToX(x_position, transition_duration, EasingTypes.OutQuint);
buttonsContainer.TransformSpacingTo(Vector2.Zero, transition_duration, EasingTypes.OutQuint);
}
protected override void PopOut()
{
base.PopOut();
holder.ScaleTo(new Vector2(1, 0), transition_duration / 2, EasingTypes.InSine);
buttonsContainer.MoveToX(x_position + x_movement, transition_duration, EasingTypes.InSine);
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buttonsContainer.TransformSpacingTo(new Vector2(200f, 0f), transition_duration, EasingTypes.InSine);
FadeOut(transition_duration, EasingTypes.InQuint);
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}
public BeatmapOptionsOverlay()
{
AutoSizeAxes = Axes.Y;
RelativeSizeAxes = Axes.X;
Anchor = Anchor.BottomLeft;
Origin = Anchor.BottomLeft;
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Children = new Drawable[]
{
holder = new Box
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{
Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.Both,
Height = 0.5f,
Scale = new Vector2(1, 0),
Colour = Color4.Black.Opacity(0.5f),
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},
buttonsContainer = new ButtonFlow
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{
Height = height,
RelativePositionAxes = Axes.X,
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AutoSizeAxes = Axes.X,
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Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
},
};
}
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/// <param name="firstLine">Text in the first line.</param>
/// <param name="secondLine">Text in the second line.</param>
/// <param name="colour">Colour of the button.</param>
/// <param name="icon">Icon of the button.</param>
/// <param name="hotkey">Hotkey of the button.</param>
/// <param name="action">Action the button does.</param>
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/// <param name="depth">
/// <para>Lower depth to be put on the left, and higher to be put on the right.</para>
/// <para>Notice this is different to <see cref="Footer"/>!</para>
/// </param>
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public void AddButton(string firstLine, string secondLine, FontAwesome icon, Color4 colour, Action action, Key? hotkey = null, float depth = 0)
{
buttonsContainer.Add(new BeatmapOptionsButton
{
FirstLineText = firstLine,
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SecondLineText = secondLine,
Icon = icon,
ButtonColour = colour,
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Depth = depth,
Action = () =>
{
Hide();
action?.Invoke();
},
HotKey = hotkey
});
}
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private class ButtonFlow : FillFlowContainer<BeatmapOptionsButton>
{
protected override IComparer<Drawable> DepthComparer => new ReverseCreationOrderDepthComparer();
protected override IEnumerable<BeatmapOptionsButton> FlowingChildren => base.FlowingChildren.Reverse();
public ButtonFlow()
{
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Direction = FillDirection.Horizontal;
}
}
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}
}