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Implement tiny mod switch
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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 System;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Game.Overlays;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Catch;
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using osu.Game.Rulesets.Mania;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Taiko;
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using osu.Game.Rulesets.UI;
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using osuTK;
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namespace osu.Game.Tests.Visual.UserInterface
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{
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[TestFixture]
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public class TestSceneModSwitchTiny : OsuTestScene
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{
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[Test]
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public void TestOsu() => createSwitchTestFor(new OsuRuleset());
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[Test]
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public void TestTaiko() => createSwitchTestFor(new TaikoRuleset());
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[Test]
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public void TestCatch() => createSwitchTestFor(new CatchRuleset());
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[Test]
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public void TestMania() => createSwitchTestFor(new ManiaRuleset());
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private void createSwitchTestFor(Ruleset ruleset)
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{
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AddStep("no colour scheme", () => Child = createContent(ruleset, null));
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foreach (var scheme in Enum.GetValues(typeof(OverlayColourScheme)).Cast<OverlayColourScheme>())
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{
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AddStep($"{scheme} colour scheme", () => Child = createContent(ruleset, scheme));
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}
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AddToggleStep("toggle active", active => this.ChildrenOfType<ModSwitchTiny>().ForEach(s => s.Active.Value = active));
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}
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private static Drawable createContent(Ruleset ruleset, OverlayColourScheme? colourScheme)
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{
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var switchFlow = new FillFlowContainer
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{
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RelativeSizeAxes = Axes.Both,
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Direction = FillDirection.Vertical,
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Spacing = new Vector2(10),
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Padding = new MarginPadding(20),
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ChildrenEnumerable = ruleset.CreateAllMods()
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.GroupBy(mod => mod.Type)
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.Select(group => new FillFlowContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Direction = FillDirection.Full,
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Spacing = new Vector2(5),
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ChildrenEnumerable = group.Select(mod => new ModSwitchTiny(mod))
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})
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};
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if (colourScheme != null)
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{
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return new DependencyProvidingContainer
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{
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RelativeSizeAxes = Axes.Both,
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CachedDependencies = new (Type, object)[]
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{
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(typeof(OverlayColourProvider), new OverlayColourProvider(colourScheme.Value))
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},
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Child = switchFlow
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};
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}
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return switchFlow;
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}
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}
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}
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91
osu.Game/Rulesets/UI/ModSwitchTiny.cs
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91
osu.Game/Rulesets/UI/ModSwitchTiny.cs
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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.Bindables;
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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.Shapes;
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using osu.Framework.Utils;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Overlays;
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using osu.Game.Rulesets.Mods;
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using osuTK;
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using osuTK.Graphics;
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#nullable enable
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namespace osu.Game.Rulesets.UI
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{
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public class ModSwitchTiny : CompositeDrawable
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{
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public BindableBool Active { get; } = new BindableBool();
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private readonly IMod mod;
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private readonly Box background;
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private readonly OsuSpriteText acronymText;
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private Color4 activeForegroundColour;
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private Color4 inactiveForegroundColour;
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private Color4 activeBackgroundColour;
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private Color4 inactiveBackgroundColour;
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public ModSwitchTiny(IMod mod)
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{
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this.mod = mod;
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Size = new Vector2(73, 30);
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InternalChild = new CircularContainer
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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Children = new Drawable[]
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{
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background = new Box
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{
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RelativeSizeAxes = Axes.Both
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},
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acronymText = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Shadow = false,
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Font = OsuFont.Numeric.With(size: 24, weight: FontWeight.Black),
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Text = mod.Acronym,
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Margin = new MarginPadding
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{
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Top = 4
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}
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}
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}
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};
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}
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[BackgroundDependencyLoader(true)]
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private void load(OsuColour colours, OverlayColourProvider? colourProvider)
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{
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inactiveBackgroundColour = colourProvider?.Background5 ?? colours.Gray3;
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activeBackgroundColour = colours.ForModType(mod.Type);
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inactiveForegroundColour = colourProvider?.Background2 ?? colours.Gray5;
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activeForegroundColour = Interpolation.ValueAt<Colour4>(0.1f, Colour4.Black, activeForegroundColour, 0, 1);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Active.BindValueChanged(_ => updateState(), true);
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FinishTransforms(true);
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}
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private void updateState()
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{
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acronymText.FadeColour(Active.Value ? activeForegroundColour : inactiveForegroundColour, 200, Easing.OutQuint);
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background.FadeColour(Active.Value ? activeBackgroundColour : inactiveBackgroundColour, 200, Easing.OutQuint);
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}
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}
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}
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