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Create base implementations of the two most common TernaryStateMenuItem
s
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@ -243,7 +243,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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int totalCount = Pieces.Count(p => p.IsSelected.Value);
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int countOfState = Pieces.Where(p => p.IsSelected.Value).Count(p => p.ControlPoint.Type.Value == type);
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var item = new PathTypeMenuItem(type, () =>
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var item = new TernaryStateRadioMenuItem(type == null ? "Inherit" : type.ToString().Humanize(), MenuItemType.Standard, _ =>
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{
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foreach (var p in Pieces.Where(p => p.IsSelected.Value))
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updatePathType(p, type);
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@ -258,15 +258,5 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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return item;
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}
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private class PathTypeMenuItem : TernaryStateMenuItem
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{
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public PathTypeMenuItem(PathType? type, Action action)
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: base(type == null ? "Inherit" : type.ToString().Humanize(), changeState, MenuItemType.Standard, _ => action?.Invoke())
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{
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}
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private static TernaryState changeState(TernaryState state) => TernaryState.True;
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}
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}
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}
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@ -76,10 +76,10 @@ namespace osu.Game.Rulesets.Taiko.Edit
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protected override IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint<HitObject>> selection)
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{
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if (selection.All(s => s.Item is Hit))
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yield return new TernaryStateMenuItem("Rim") { State = { BindTarget = selectionRimState } };
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yield return new TernaryStateToggleMenuItem("Rim") { State = { BindTarget = selectionRimState } };
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if (selection.All(s => s.Item is TaikoHitObject))
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yield return new TernaryStateMenuItem("Strong") { State = { BindTarget = selectionStrongState } };
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yield return new TernaryStateToggleMenuItem("Strong") { State = { BindTarget = selectionStrongState } };
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foreach (var item in base.GetContextMenuItemsForSelection(selection))
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yield return item;
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@ -14,7 +14,7 @@ namespace osu.Game.Tests.Visual.UserInterface
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public class TestSceneStatefulMenuItem : OsuManualInputManagerTestScene
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{
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[Test]
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public void TestTernaryMenuItem()
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public void TestTernaryRadioMenuItem()
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{
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OsuMenu menu = null;
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@ -30,9 +30,57 @@ namespace osu.Game.Tests.Visual.UserInterface
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Origin = Anchor.Centre,
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Items = new[]
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{
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new TernaryStateMenuItem("First"),
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new TernaryStateMenuItem("Second") { State = { BindTarget = state } },
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new TernaryStateMenuItem("Third") { State = { Value = TernaryState.True } },
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new TernaryStateRadioMenuItem("First"),
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new TernaryStateRadioMenuItem("Second") { State = { BindTarget = state } },
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new TernaryStateRadioMenuItem("Third") { State = { Value = TernaryState.True } },
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}
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};
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});
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checkState(TernaryState.Indeterminate);
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click();
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checkState(TernaryState.True);
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click();
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checkState(TernaryState.True);
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click();
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checkState(TernaryState.True);
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AddStep("change state via bindable", () => state.Value = TernaryState.True);
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void click() =>
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AddStep("click", () =>
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{
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InputManager.MoveMouseTo(menu.ScreenSpaceDrawQuad.Centre);
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InputManager.Click(MouseButton.Left);
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});
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void checkState(TernaryState expected)
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=> AddAssert($"state is {expected}", () => state.Value == expected);
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}
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[Test]
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public void TestTernaryToggleMenuItem()
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{
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OsuMenu menu = null;
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Bindable<TernaryState> state = new Bindable<TernaryState>(TernaryState.Indeterminate);
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AddStep("create menu", () =>
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{
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state.Value = TernaryState.Indeterminate;
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Child = menu = new OsuMenu(Direction.Vertical, true)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Items = new[]
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{
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new TernaryStateToggleMenuItem("First"),
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new TernaryStateToggleMenuItem("Second") { State = { BindTarget = state } },
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new TernaryStateToggleMenuItem("Third") { State = { Value = TernaryState.True } },
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}
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};
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});
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@ -9,28 +9,17 @@ namespace osu.Game.Graphics.UserInterface
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/// <summary>
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/// An <see cref="OsuMenuItem"/> with three possible states.
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/// </summary>
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public class TernaryStateMenuItem : StatefulMenuItem<TernaryState>
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public abstract class TernaryStateMenuItem : StatefulMenuItem<TernaryState>
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{
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/// <summary>
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/// Creates a new <see cref="TernaryStateMenuItem"/>.
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/// </summary>
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/// <param name="text">The text to display.</param>
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/// <param name="nextStateFunction">A function to inform what the next state should be when this item is clicked.</param>
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/// <param name="type">The type of action which this <see cref="TernaryStateMenuItem"/> performs.</param>
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/// <param name="action">A delegate to be invoked when this <see cref="TernaryStateMenuItem"/> is pressed.</param>
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public TernaryStateMenuItem(string text, MenuItemType type = MenuItemType.Standard, Action<TernaryState> action = null)
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: this(text, getNextState, type, action)
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{
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}
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/// <summary>
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/// Creates a new <see cref="TernaryStateMenuItem"/>.
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/// </summary>
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/// <param name="text">The text to display.</param>
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/// <param name="changeStateFunc">A function that mutates a state to another state after this <see cref="TernaryStateMenuItem"/> is pressed.</param>
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/// <param name="type">The type of action which this <see cref="TernaryStateMenuItem"/> performs.</param>
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/// <param name="action">A delegate to be invoked when this <see cref="TernaryStateMenuItem"/> is pressed.</param>
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protected TernaryStateMenuItem(string text, Func<TernaryState, TernaryState> changeStateFunc, MenuItemType type, Action<TernaryState> action)
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: base(text, changeStateFunc, type, action)
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protected TernaryStateMenuItem(string text, Func<TernaryState, TernaryState> nextStateFunction, MenuItemType type = MenuItemType.Standard, Action<TernaryState> action = null)
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: base(text, nextStateFunction, type, action)
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{
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}
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@ -47,23 +36,5 @@ namespace osu.Game.Graphics.UserInterface
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return null;
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}
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private static TernaryState getNextState(TernaryState state)
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{
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switch (state)
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{
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case TernaryState.False:
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return TernaryState.True;
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case TernaryState.Indeterminate:
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return TernaryState.True;
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case TernaryState.True:
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return TernaryState.False;
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default:
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throw new ArgumentOutOfRangeException(nameof(state), state, null);
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}
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}
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}
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}
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23
osu.Game/Graphics/UserInterface/TernaryStateRadioMenuItem.cs
Normal file
23
osu.Game/Graphics/UserInterface/TernaryStateRadioMenuItem.cs
Normal file
@ -0,0 +1,23 @@
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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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namespace osu.Game.Graphics.UserInterface
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{
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public class TernaryStateRadioMenuItem : TernaryStateMenuItem
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{
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/// <summary>
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/// Creates a new <see cref="TernaryStateMenuItem"/>.
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/// </summary>
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/// <param name="text">The text to display.</param>
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/// <param name="type">The type of action which this <see cref="TernaryStateMenuItem"/> performs.</param>
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/// <param name="action">A delegate to be invoked when this <see cref="TernaryStateMenuItem"/> is pressed.</param>
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public TernaryStateRadioMenuItem(string text, MenuItemType type = MenuItemType.Standard, Action<TernaryState> action = null)
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: base(text, getNextState, type, action)
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{
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}
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private static TernaryState getNextState(TernaryState state) => TernaryState.True;
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}
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}
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@ -0,0 +1,42 @@
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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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namespace osu.Game.Graphics.UserInterface
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{
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/// <summary>
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/// A ternary state menu item which toggles the state of this item <c>false</c> if clicked when <c>true</c>.
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/// </summary>
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public class TernaryStateToggleMenuItem : TernaryStateMenuItem
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{
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/// <summary>
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/// Creates a new <see cref="TernaryStateToggleMenuItem"/>.
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/// </summary>
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/// <param name="text">The text to display.</param>
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/// <param name="type">The type of action which this <see cref="TernaryStateMenuItem"/> performs.</param>
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/// <param name="action">A delegate to be invoked when this <see cref="TernaryStateMenuItem"/> is pressed.</param>
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public TernaryStateToggleMenuItem(string text, MenuItemType type = MenuItemType.Standard, Action<TernaryState> action = null)
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: base(text, getNextState, type, action)
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{
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}
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private static TernaryState getNextState(TernaryState state)
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{
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switch (state)
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{
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case TernaryState.False:
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return TernaryState.True;
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case TernaryState.Indeterminate:
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return TernaryState.True;
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case TernaryState.True:
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return TernaryState.False;
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default:
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throw new ArgumentOutOfRangeException(nameof(state), state, null);
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}
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}
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}
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}
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@ -168,13 +168,13 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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if (SelectedBlueprints.All(b => b.Item is IHasComboInformation))
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{
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yield return new TernaryStateMenuItem("New combo") { State = { BindTarget = SelectionNewComboState } };
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yield return new TernaryStateToggleMenuItem("New combo") { State = { BindTarget = SelectionNewComboState } };
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}
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yield return new OsuMenuItem("Sound")
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{
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Items = SelectionSampleStates.Select(kvp =>
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new TernaryStateMenuItem(kvp.Value.Description) { State = { BindTarget = kvp.Value } }).ToArray()
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new TernaryStateToggleMenuItem(kvp.Value.Description) { State = { BindTarget = kvp.Value } }).ToArray()
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};
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}
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@ -250,7 +250,7 @@ namespace osu.Game.Screens.Select.Carousel
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else
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state = TernaryState.False;
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return new TernaryStateMenuItem(collection.Name.Value, MenuItemType.Standard, s =>
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return new TernaryStateToggleMenuItem(collection.Name.Value, MenuItemType.Standard, s =>
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{
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foreach (var b in beatmapSet.Beatmaps)
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{
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@ -100,7 +100,7 @@ namespace osu.Game.Skinning.Editor
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foreach (var item in base.GetContextMenuItemsForSelection(selection))
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yield return item;
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IEnumerable<AnchorMenuItem> createAnchorItems(Func<Drawable, Anchor> checkFunction, Action<Anchor> applyFunction)
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IEnumerable<TernaryStateMenuItem> createAnchorItems(Func<Drawable, Anchor> checkFunction, Action<Anchor> applyFunction)
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{
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var displayableAnchors = new[]
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{
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@ -117,7 +117,7 @@ namespace osu.Game.Skinning.Editor
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return displayableAnchors.Select(a =>
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{
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return new AnchorMenuItem(a, selection, _ => applyFunction(a))
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return new TernaryStateRadioMenuItem(a.ToString(), MenuItemType.Standard, _ => applyFunction(a))
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{
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State = { Value = GetStateFromSelection(selection, c => checkFunction((Drawable)c.Item) == a) }
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};
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@ -166,15 +166,5 @@ namespace osu.Game.Skinning.Editor
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scale.Y = scale.X;
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}
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}
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public class AnchorMenuItem : TernaryStateMenuItem
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{
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public AnchorMenuItem(Anchor anchor, IEnumerable<SelectionBlueprint<ISkinnableDrawable>> selection, Action<TernaryState> action)
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: base(anchor.ToString(), getNextState, MenuItemType.Standard, action)
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{
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}
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private static TernaryState getNextState(TernaryState state) => TernaryState.True;
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}
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}
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}
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