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Add an implementation of the new design of checkboxes.
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@ -1,10 +1,19 @@
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using System;
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using osu.Framework;
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using osu.Framework.Configuration;
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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.Primitives;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Transformations;
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using osu.Framework.Graphics.UserInterface;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Framework.Input;
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namespace osu.Game.Overlays.Options
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{
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public class CheckBoxOption : BasicCheckBox
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public class CheckBoxOption : CheckBox
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{
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private Bindable<bool> bindable;
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@ -25,6 +34,50 @@ namespace osu.Game.Overlays.Options
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}
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}
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public Color4 CheckedColor { get; set; } = Color4.Cyan;
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public Color4 UncheckedColor { get; set; } = Color4.White;
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public int FadeDuration { get; set; }
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public string LabelText
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{
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get { return labelSpriteText?.Text; }
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set
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{
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if (labelSpriteText != null)
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labelSpriteText.Text = value;
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}
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}
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public MarginPadding LabelPadding
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{
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get { return labelSpriteText?.Padding ?? new MarginPadding(); }
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set
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{
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if (labelSpriteText != null)
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labelSpriteText.Padding = value;
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}
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}
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private Light light;
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private SpriteText labelSpriteText;
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public CheckBoxOption()
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{
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AutoSizeAxes = Axes.Y;
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RelativeSizeAxes = Axes.X;
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Children = new Drawable[]
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{
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labelSpriteText = new SpriteText(),
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light = new Light()
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{
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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Margin = new MarginPadding { Right = 5 },
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}
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};
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}
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private void bindableValueChanged(object sender, EventArgs e)
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{
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State = bindable.Value ? CheckBoxState.Checked : CheckBoxState.Unchecked;
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@ -37,18 +90,114 @@ namespace osu.Game.Overlays.Options
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base.Dispose(isDisposing);
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}
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protected override bool OnHover(InputState state)
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{
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light.TriggerHover(state);
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return base.OnHover(state);
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}
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protected override void OnHoverLost(InputState state)
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{
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light.TriggerHoverLost(state);
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base.OnHoverLost(state);
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}
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protected override void OnChecked()
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{
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if (bindable != null)
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bindable.Value = true;
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base.OnChecked();
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light.State = CheckBoxState.Checked;
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}
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protected override void OnUnchecked()
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{
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if (bindable != null)
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bindable.Value = false;
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base.OnUnchecked();
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light.State = CheckBoxState.Unchecked;
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}
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private class Light : Container, IStateful<CheckBoxState>
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{
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private Box fill;
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const float border_width = 3;
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Color4 hoverColour = new Color4(255, 221, 238, 255);
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Color4 defaultColour = new Color4(255, 102, 170, 255);
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Color4 glowColour = new Color4(187, 17, 119, 0);
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public Light()
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{
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Size = new Vector2(40, 12);
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Masking = true;
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Colour = defaultColour;
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EdgeEffect = new EdgeEffect
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{
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Colour = glowColour,
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Type = EdgeEffectType.Glow,
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Radius = 10,
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Roundness = 8,
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};
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CornerRadius = Height / 2;
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Masking = true;
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BorderColour = Color4.White;
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BorderThickness = border_width;
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Children = new[]
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{
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fill = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0.01f, //todo: remove once we figure why containers aren't drawing at all times
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},
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};
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}
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protected override bool OnHover(InputState state)
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{
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FadeColour(hoverColour, 500, EasingTypes.OutQuint);
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FadeGlowTo(1, 500, EasingTypes.OutQuint);
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return base.OnHover(state);
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}
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protected override void OnHoverLost(InputState state)
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{
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FadeGlowTo(0, 500);
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FadeColour(defaultColour, 500);
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base.OnHoverLost(state);
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}
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private CheckBoxState state;
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public CheckBoxState State
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{
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get
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{
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return state;
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}
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set
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{
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state = value;
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switch (state)
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{
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case CheckBoxState.Checked:
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fill.FadeIn(200, EasingTypes.OutQuint);
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break;
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case CheckBoxState.Unchecked:
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fill.FadeTo(0.01f, 200, EasingTypes.OutQuint); //todo: remove once we figure why containers aren't drawing at all times
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break;
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}
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}
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}
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}
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}
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}
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