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osu-lazer/osu.Game/Screens/Edit/BottomBar.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.
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Effects;
using osu.Framework.Testing;
using osu.Game.Rulesets.Edit;
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using osu.Game.Screens.Edit.Components;
using osu.Game.Screens.Edit.Components.Timelines.Summary;
using osuTK;
using osuTK.Graphics;
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namespace osu.Game.Screens.Edit
{
internal partial class BottomBar : CompositeDrawable
{
public TestGameplayButton TestGameplayButton { get; private set; } = null!;
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private IBindable<bool> saveInProgress = null!;
private Bindable<bool> composerFocusMode = null!;
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[BackgroundDependencyLoader]
private void load(Editor editor)
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{
Anchor = Anchor.BottomLeft;
Origin = Anchor.BottomLeft;
RelativeSizeAxes = Axes.X;
Height = 50;
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Masking = true;
EdgeEffect = new EdgeEffectParameters
{
Colour = Color4.Black.Opacity(0.2f),
Type = EdgeEffectType.Shadow,
Radius = 10f,
};
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InternalChildren = new Drawable[]
{
new GridContainer
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{
RelativeSizeAxes = Axes.Both,
ColumnDimensions = new[]
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{
new Dimension(GridSizeMode.Absolute, 150),
new Dimension(),
new Dimension(GridSizeMode.Absolute, 220),
new Dimension(GridSizeMode.Absolute, HitObjectComposer.TOOLBOX_CONTRACTED_SIZE_RIGHT),
},
Content = new[]
{
new Drawable[]
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{
new TimeInfoContainer { RelativeSizeAxes = Axes.Both },
new SummaryTimeline { RelativeSizeAxes = Axes.Both },
new PlaybackControl { RelativeSizeAxes = Axes.Both },
TestGameplayButton = new TestGameplayButton
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{
RelativeSizeAxes = Axes.Both,
Size = new Vector2(1),
Action = editor.TestGameplay,
}
},
}
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}
};
saveInProgress = editor.MutationTracker.InProgress.GetBoundCopy();
composerFocusMode = editor.ComposerFocusMode.GetBoundCopy();
}
protected override void LoadComplete()
{
base.LoadComplete();
saveInProgress.BindValueChanged(_ => TestGameplayButton.Enabled.Value = !saveInProgress.Value, true);
composerFocusMode.BindValueChanged(_ =>
{
// Transforms should be kept in sync with other usages of composer focus mode.
foreach (var c in this.ChildrenOfType<BottomBarContainer>())
{
if (!composerFocusMode.Value)
c.Background.FadeIn(750, Easing.OutQuint);
else
c.Background.Delay(600).FadeTo(0.5f, 4000, Easing.OutQuint);
}
}, true);
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}
}
}