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Show channel selector when no channels are joined
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6ffd2190bc
commit
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@ -94,13 +94,12 @@ namespace osu.Game.Overlays.Chat.Tabs
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{
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if (tab is ChannelSelectorTabItem)
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{
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tab.Active.Toggle();
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tab.Active.Value = true;
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return;
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}
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selectorTab.Active.Value = false;
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base.SelectTab(tab);
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selectorTab.Active.Value = false;
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}
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private void tabCloseRequested(TabItem<Channel> tab)
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@ -52,9 +52,9 @@ namespace osu.Game.Overlays
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public Bindable<double> ChatHeight { get; set; }
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private readonly Container channelSelectionContainer;
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private readonly ChannelSelectionOverlay channelSelection;
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private readonly ChannelSelectionOverlay channelSelectionOverlay;
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public override bool Contains(Vector2 screenSpacePos) => chatContainer.ReceivePositionalInputAt(screenSpacePos) || channelSelection.State == Visibility.Visible && channelSelection.ReceivePositionalInputAt(screenSpacePos);
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public override bool Contains(Vector2 screenSpacePos) => chatContainer.ReceivePositionalInputAt(screenSpacePos) || channelSelectionOverlay.State == Visibility.Visible && channelSelectionOverlay.ReceivePositionalInputAt(screenSpacePos);
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public ChatOverlay()
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{
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@ -74,7 +74,7 @@ namespace osu.Game.Overlays
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Masking = true,
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Children = new[]
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{
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channelSelection = new ChannelSelectionOverlay
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channelSelectionOverlay = new ChannelSelectionOverlay
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{
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RelativeSizeAxes = Axes.Both,
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},
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@ -161,9 +161,16 @@ namespace osu.Game.Overlays
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};
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channelTabControl.Current.ValueChanged += chat => channelManager.CurrentChannel.Value = chat;
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channelTabControl.ChannelSelectorActive.ValueChanged += value => channelSelection.State = value ? Visibility.Visible : Visibility.Hidden;
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channelSelection.StateChanged += state =>
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channelTabControl.ChannelSelectorActive.ValueChanged += value => channelSelectionOverlay.State = value ? Visibility.Visible : Visibility.Hidden;
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channelSelectionOverlay.StateChanged += state =>
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{
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if (state == Visibility.Hidden && channelManager.CurrentChannel.Value == null)
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{
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channelSelectionOverlay.State = Visibility.Visible;
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State = Visibility.Hidden;
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return;
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}
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channelTabControl.ChannelSelectorActive.Value = state == Visibility.Visible;
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if (state == Visibility.Visible)
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@ -176,8 +183,8 @@ namespace osu.Game.Overlays
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textbox.HoldFocus = true;
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};
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channelSelection.OnRequestJoin = channel => channelManager.JoinChannel(channel);
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channelSelection.OnRequestLeave = channel => channelManager.LeaveChannel(channel);
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channelSelectionOverlay.OnRequestJoin = channel => channelManager.JoinChannel(channel);
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channelSelectionOverlay.OnRequestLeave = channel => channelManager.LeaveChannel(channel);
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}
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private void currentChannelChanged(Channel channel)
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@ -186,6 +193,7 @@ namespace osu.Game.Overlays
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{
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textbox.Current.Disabled = true;
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currentChannelContainer.Clear(false);
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channelSelectionOverlay.State = Visibility.Visible;
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return;
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}
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@ -239,7 +247,7 @@ namespace osu.Game.Overlays
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double targetChatHeight = startDragChatHeight - (e.MousePosition.Y - e.MouseDownPosition.Y) / Parent.DrawSize.Y;
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// If the channel selection screen is shown, mind its minimum height
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if (channelSelection.State == Visibility.Visible && targetChatHeight > 1f - channel_selection_min_height)
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if (channelSelectionOverlay.State == Visibility.Visible && targetChatHeight > 1f - channel_selection_min_height)
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targetChatHeight = 1f - channel_selection_min_height;
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ChatHeight.Value = targetChatHeight;
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@ -305,7 +313,7 @@ namespace osu.Game.Overlays
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channelManager.AvailableChannels.ItemsRemoved += availableChannelsChanged;
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//for the case that channelmanager was faster at fetching the channels than our attachment to CollectionChanged.
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channelSelection.UpdateAvailableChannels(channelManager.AvailableChannels);
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channelSelectionOverlay.UpdateAvailableChannels(channelManager.AvailableChannels);
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foreach (Channel channel in channelManager.JoinedChannels)
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channelTabControl.AddChannel(channel);
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}
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@ -326,7 +334,7 @@ namespace osu.Game.Overlays
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}
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private void availableChannelsChanged(IEnumerable<Channel> channels)
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=> channelSelection.UpdateAvailableChannels(channelManager.AvailableChannels);
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=> channelSelectionOverlay.UpdateAvailableChannels(channelManager.AvailableChannels);
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protected override void Dispose(bool isDisposing)
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{
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