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Implement GamemodeControl
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142
osu.Game/Overlays/Profile/Header/Components/GamemodeControl.cs
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142
osu.Game/Overlays/Profile/Header/Components/GamemodeControl.cs
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@ -0,0 +1,142 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Overlays.Profile.Header.Components
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{
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public class GamemodeControl : TabControl<string>
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{
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protected override Dropdown<string> CreateDropdown() => null;
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protected override TabItem<string> CreateTabItem(string value) => new GamemodeTabItem(value)
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{
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AccentColour = AccentColour
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};
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private Color4 accentColour = Color4.White;
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public Color4 AccentColour
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{
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get => accentColour;
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set
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{
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if (accentColour == value)
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return;
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accentColour = value;
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foreach (TabItem<string> tabItem in TabContainer)
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{
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((GamemodeTabItem)tabItem).AccentColour = value;
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}
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}
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}
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public GamemodeControl()
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{
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TabContainer.Masking = false;
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TabContainer.Spacing = new Vector2(15, 0);
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AutoSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load(RulesetStore rulesets)
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{
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foreach (var r in rulesets.AvailableRulesets)
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AddItem(r.Name);
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}
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protected override TabFillFlowContainer CreateTabFlow() => new TabFillFlowContainer
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{
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Direction = FillDirection.Horizontal,
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AutoSizeAxes = Axes.Both,
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};
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private class GamemodeTabItem : TabItem<string>
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{
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private readonly OsuSpriteText text;
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private Color4 accentColour;
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public Color4 AccentColour
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{
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get => accentColour;
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set
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{
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if (accentColour == value)
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return;
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accentColour = value;
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updateState();
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}
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}
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public GamemodeTabItem(string value)
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: base(value)
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{
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AutoSizeAxes = Axes.Both;
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Children = new Drawable[]
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{
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text = new OsuSpriteText
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{
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Margin = new MarginPadding { Bottom = 10 },
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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Text = value,
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Font = OsuFont.GetFont()
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},
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new HoverClickSounds()
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};
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}
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protected override bool OnHover(HoverEvent e)
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{
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base.OnHover(e);
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updateState();
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return true;
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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base.OnHoverLost(e);
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updateState();
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}
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protected override void OnActivated() => updateState();
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protected override void OnDeactivated() => updateState();
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private void updateState()
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{
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if (Active.Value || IsHovered)
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{
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text.FadeColour(Color4.White, 120, Easing.InQuad);
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if (Active.Value)
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text.Font = text.Font.With(weight: FontWeight.Bold);
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}
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else
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{
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text.FadeColour(AccentColour, 120, Easing.InQuad);
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text.Font = text.Font.With(weight: FontWeight.Medium);
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}
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}
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}
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}
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}
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@ -11,6 +11,7 @@ using osu.Framework.Graphics.Shapes;
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using osu.Game.Graphics;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Overlays.Profile.Header;
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using osu.Game.Overlays.Profile.Header.Components;
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using osu.Game.Users;
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namespace osu.Game.Overlays.Profile
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@ -18,6 +19,7 @@ namespace osu.Game.Overlays.Profile
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public class ProfileHeader : OverlayHeader
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{
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private UserCoverBackground coverContainer;
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private readonly GamemodeControl gamemodeControl;
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public Bindable<User> User = new Bindable<User>();
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@ -32,12 +34,20 @@ namespace osu.Game.Overlays.Profile
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TabControl.AddItem("Modding");
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centreHeaderContainer.DetailsVisible.BindValueChanged(visible => detailHeaderContainer.Expanded = visible.NewValue, true);
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Add(gamemodeControl = new GamemodeControl
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Y = 100,
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Margin = new MarginPadding { Right = 30 },
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});
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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TabControl.AccentColour = colours.Seafoam;
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TabControl.AccentColour = gamemodeControl.AccentColour = colours.Seafoam;
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}
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protected override Drawable CreateBackground() =>
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