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Update design for selected filters to better imply that they are selected
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@ -7,12 +7,17 @@ using System.Collections.Specialized;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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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.Graphics.Sprites;
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using osu.Framework.Input.Events;
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using osu.Framework.Localisation;
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using osu.Game.Graphics;
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using osuTK;
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using osuTK.Graphics;
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using FontWeight = osu.Game.Graphics.FontWeight;
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namespace osu.Game.Overlays.BeatmapListing
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{
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@ -95,30 +100,91 @@ namespace osu.Game.Overlays.BeatmapListing
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protected partial class MultipleSelectionFilterTabItem : FilterTabItem<T>
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{
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private readonly Box selectedUnderline;
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protected override bool HighlightOnHoverWhenActive => true;
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private Drawable activeContent = null!;
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private Circle background = null!;
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public MultipleSelectionFilterTabItem(T value)
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: base(value)
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{
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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AutoSizeDuration = 100;
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AutoSizeEasing = Easing.OutQuint;
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// This doesn't match any actual design, but should make it easier for the user to understand
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// that filters are applied until we settle on a final design.
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AddInternal(selectedUnderline = new Box
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AddInternal(activeContent = new Container
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{
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Depth = float.MaxValue,
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RelativeSizeAxes = Axes.X,
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Height = 1.5f,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.CentreLeft,
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RelativeSizeAxes = Axes.Both,
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Alpha = 0,
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Padding = new MarginPadding
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{
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Left = -16,
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Right = -4,
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Vertical = -2
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},
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Children = new Drawable[]
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{
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background = new Circle
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{
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Colour = Color4.White,
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RelativeSizeAxes = Axes.Both,
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},
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new SpriteIcon
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{
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Icon = FontAwesome.Solid.TimesCircle,
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Size = new Vector2(10),
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Colour = ColourProvider.Background4,
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Position = new Vector2(3, 0.5f),
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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}
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}
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});
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}
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protected override Color4 ColourActive => ColourProvider.Light1;
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
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{
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return Active.Value
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? background.ReceivePositionalInputAt(screenSpacePos)
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: base.ReceivePositionalInputAt(screenSpacePos);
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}
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protected override void UpdateState()
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{
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base.UpdateState();
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selectedUnderline.FadeTo(Active.Value ? 1 : 0, 200, Easing.OutQuint);
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selectedUnderline.FadeColour(ColourForCurrentState, 200, Easing.OutQuint);
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Color4 colour = Active.Value ? ColourActive : ColourNormal;
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if (IsHovered)
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colour = Active.Value ? colour.Darken(0.2f) : colour.Lighten(0.2f);
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if (Active.Value)
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{
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// This just allows enough spacing for adjacent tab items to show the "x".
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Padding = new MarginPadding { Left = 12 };
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activeContent.FadeIn(200, Easing.OutQuint);
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background.FadeColour(colour, 200, Easing.OutQuint);
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// flipping colours
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Text.FadeColour(ColourProvider.Background4, 200, Easing.OutQuint);
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Text.Font = Text.Font.With(weight: FontWeight.SemiBold);
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}
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else
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{
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Padding = new MarginPadding();
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activeContent.FadeOut();
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background.FadeColour(colour, 200, Easing.OutQuint);
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Text.FadeColour(colour, 200, Easing.OutQuint);
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Text.Font = Text.Font.With(weight: FontWeight.Regular);
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}
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}
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protected override bool OnClick(ClickEvent e)
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@ -85,27 +85,17 @@ namespace osu.Game.Overlays.BeatmapListing
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/// </summary>
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protected virtual LocalisableString LabelFor(T value) => (value as Enum)?.GetLocalisableDescription() ?? value.ToString();
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protected virtual bool HighlightOnHoverWhenActive => false;
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protected virtual Color4 ColourActive => ColourProvider.Content1;
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protected virtual Color4 ColourNormal => ColourProvider.Light2;
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protected Color4 ColourForCurrentState
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{
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get
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{
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Color4 colour = Active.Value ? ColourActive : ColourNormal;
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if (IsHovered && (!Active.Value || HighlightOnHoverWhenActive))
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colour = colour.Lighten(0.2f);
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return colour;
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}
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}
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protected virtual void UpdateState()
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{
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Text.FadeColour(ColourForCurrentState, 200, Easing.OutQuint);
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Color4 colour = Active.Value ? ColourActive : ColourNormal;
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if (IsHovered)
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colour = colour.Lighten(0.2f);
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Text.FadeColour(colour, 200, Easing.OutQuint);
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Text.Font = Text.Font.With(weight: Active.Value ? FontWeight.Bold : FontWeight.Regular);
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}
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}
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