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Implement GamemodeControl

This commit is contained in:
EVAST9919 2019-06-04 16:22:54 +03:00
parent 76474987ef
commit 0abb48882c
2 changed files with 153 additions and 1 deletions

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@ -0,0 +1,142 @@
// 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.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input.Events;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Overlays.Profile.Header.Components
{
public class GamemodeControl : TabControl<string>
{
protected override Dropdown<string> CreateDropdown() => null;
protected override TabItem<string> CreateTabItem(string value) => new GamemodeTabItem(value)
{
AccentColour = AccentColour
};
private Color4 accentColour = Color4.White;
public Color4 AccentColour
{
get => accentColour;
set
{
if (accentColour == value)
return;
accentColour = value;
foreach (TabItem<string> tabItem in TabContainer)
{
((GamemodeTabItem)tabItem).AccentColour = value;
}
}
}
public GamemodeControl()
{
TabContainer.Masking = false;
TabContainer.Spacing = new Vector2(15, 0);
AutoSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load(RulesetStore rulesets)
{
foreach (var r in rulesets.AvailableRulesets)
AddItem(r.Name);
}
protected override TabFillFlowContainer CreateTabFlow() => new TabFillFlowContainer
{
Direction = FillDirection.Horizontal,
AutoSizeAxes = Axes.Both,
};
private class GamemodeTabItem : TabItem<string>
{
private readonly OsuSpriteText text;
private Color4 accentColour;
public Color4 AccentColour
{
get => accentColour;
set
{
if (accentColour == value)
return;
accentColour = value;
updateState();
}
}
public GamemodeTabItem(string value)
: base(value)
{
AutoSizeAxes = Axes.Both;
Children = new Drawable[]
{
text = new OsuSpriteText
{
Margin = new MarginPadding { Bottom = 10 },
Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
Text = value,
Font = OsuFont.GetFont()
},
new HoverClickSounds()
};
}
protected override bool OnHover(HoverEvent e)
{
base.OnHover(e);
updateState();
return true;
}
protected override void OnHoverLost(HoverLostEvent e)
{
base.OnHoverLost(e);
updateState();
}
protected override void OnActivated() => updateState();
protected override void OnDeactivated() => updateState();
private void updateState()
{
if (Active.Value || IsHovered)
{
text.FadeColour(Color4.White, 120, Easing.InQuad);
if (Active.Value)
text.Font = text.Font.With(weight: FontWeight.Bold);
}
else
{
text.FadeColour(AccentColour, 120, Easing.InQuad);
text.Font = text.Font.With(weight: FontWeight.Medium);
}
}
}
}
}

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@ -11,6 +11,7 @@ using osu.Framework.Graphics.Shapes;
using osu.Game.Graphics;
using osu.Game.Graphics.UserInterface;
using osu.Game.Overlays.Profile.Header;
using osu.Game.Overlays.Profile.Header.Components;
using osu.Game.Users;
namespace osu.Game.Overlays.Profile
@ -18,6 +19,7 @@ namespace osu.Game.Overlays.Profile
public class ProfileHeader : OverlayHeader
{
private UserCoverBackground coverContainer;
private readonly GamemodeControl gamemodeControl;
public Bindable<User> User = new Bindable<User>();
@ -32,12 +34,20 @@ namespace osu.Game.Overlays.Profile
TabControl.AddItem("Modding");
centreHeaderContainer.DetailsVisible.BindValueChanged(visible => detailHeaderContainer.Expanded = visible.NewValue, true);
Add(gamemodeControl = new GamemodeControl
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Y = 100,
Margin = new MarginPadding { Right = 30 },
});
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
TabControl.AccentColour = colours.Seafoam;
TabControl.AccentColour = gamemodeControl.AccentColour = colours.Seafoam;
}
protected override Drawable CreateBackground() =>