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Add SortDirection Bindable and refactor to make everything work
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commit
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@ -5,8 +5,11 @@ using System;
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Overlays;
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using osu.Game.Overlays.BeatmapListing;
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using osuTK;
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namespace osu.Game.Tests.Visual.UserInterface
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{
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@ -20,14 +23,39 @@ namespace osu.Game.Tests.Visual.UserInterface
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[Cached]
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private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Blue);
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private readonly FillFlowContainer placeholder;
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private readonly BeatmapListingSortTabControl control;
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public TestSceneBeatmapListingSort()
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{
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Add(new BeatmapListingSortTabControl
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Add(control = new BeatmapListingSortTabControl
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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});
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Add(placeholder = new FillFlowContainer
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{
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AutoSizeAxes = Axes.Both,
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Direction = FillDirection.Vertical,
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Spacing = new Vector2(0, 5),
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});
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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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control.SortDirection.BindValueChanged(_ => updateBindablesVisual());
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control.Current.BindValueChanged(_ => updateBindablesVisual(), true);
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}
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private void updateBindablesVisual()
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{
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placeholder.Clear();
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placeholder.Add(new OsuSpriteText { Text = $"Current: {control.Current.Value}" });
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placeholder.Add(new OsuSpriteText { Text = $"Sort direction: {control.SortDirection.Value}" });
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}
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}
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}
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@ -1,14 +1,109 @@
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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.Bindables;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Graphics;
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using osuTK.Graphics;
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using osuTK;
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using osu.Framework.Input.Events;
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namespace osu.Game.Overlays.BeatmapListing
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{
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public class BeatmapListingSortTabControl : OverlaySortTabControl<BeatmapSortCriteria>
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{
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public readonly Bindable<SortDirection> SortDirection = new Bindable<SortDirection>(Overlays.SortDirection.Descending);
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public BeatmapListingSortTabControl()
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{
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Current.Value = BeatmapSortCriteria.Ranked;
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}
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protected override SortTabControl CreateControl() => new BeatmapSortTabControl
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{
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SortDirection = { BindTarget = SortDirection }
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};
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private class BeatmapSortTabControl : SortTabControl
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{
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public readonly Bindable<SortDirection> SortDirection = new Bindable<SortDirection>();
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protected override TabItem<BeatmapSortCriteria> CreateTabItem(BeatmapSortCriteria value) => new BeatmapSortTabItem(value)
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{
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SortDirection = { BindTarget = SortDirection }
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};
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private class BeatmapSortTabItem : SortTabItem
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{
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public readonly Bindable<SortDirection> SortDirection = new Bindable<SortDirection>();
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public BeatmapSortTabItem(BeatmapSortCriteria value)
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: base(value)
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{
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}
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protected override TabButton CreateTabButton(BeatmapSortCriteria value) => new BeatmapTabButton(value)
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{
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Active = { BindTarget = Active },
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SortDirection = { BindTarget = SortDirection }
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};
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private class BeatmapTabButton : TabButton
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{
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public readonly Bindable<SortDirection> SortDirection = new Bindable<SortDirection>();
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protected override Color4 ContentColour
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{
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set
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{
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base.ContentColour = value;
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icon.Colour = value;
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}
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}
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private readonly SpriteIcon icon;
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public BeatmapTabButton(BeatmapSortCriteria value)
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: base(value)
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{
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Add(icon = new SpriteIcon
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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AlwaysPresent = true,
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Alpha = 0,
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Size = new Vector2(6)
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});
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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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SortDirection.BindValueChanged(direction =>
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{
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icon.Icon = direction.NewValue == Overlays.SortDirection.Ascending ? FontAwesome.Solid.CaretUp : FontAwesome.Solid.CaretDown;
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icon.Margin = direction.NewValue == Overlays.SortDirection.Ascending ? new MarginPadding { Top = 1 } : new MarginPadding { Top = 2 };
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}, true);
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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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icon.FadeTo(Active.Value || IsHovered ? 1 : 0, 200, Easing.OutQuint);
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}
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protected override bool OnClick(ClickEvent e)
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{
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if (Active.Value)
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SortDirection.Value = SortDirection.Value == Overlays.SortDirection.Ascending ? Overlays.SortDirection.Descending : Overlays.SortDirection.Ascending;
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return base.OnClick(e);
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}
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}
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}
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}
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}
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public enum BeatmapSortCriteria
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@ -82,9 +82,15 @@ namespace osu.Game.Overlays
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: base(value)
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{
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AutoSizeAxes = Axes.Both;
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Child = new TabButton(value) { Active = { BindTarget = Active } };
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Child = CreateTabButton(value);
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}
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[NotNull]
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protected virtual TabButton CreateTabButton(T value) => new TabButton(value)
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{
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Active = { BindTarget = Active }
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};
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protected override void OnActivated()
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{
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}
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@ -93,52 +99,67 @@ namespace osu.Game.Overlays
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{
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}
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private class TabButton : HeaderButton
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protected class TabButton : HeaderButton
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{
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public readonly BindableBool Active = new BindableBool();
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protected override Container<Drawable> Content => content;
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protected virtual Color4 ContentColour
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{
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set => text.Colour = value;
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}
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[Resolved]
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private OverlayColourProvider colourProvider { get; set; }
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private readonly SpriteText text;
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private readonly FillFlowContainer content;
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public TabButton(T value)
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{
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Add(text = new OsuSpriteText
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base.Content.Add(content = new FillFlowContainer
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{
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Font = OsuFont.GetFont(size: 12),
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Text = value.ToString()
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AutoSizeAxes = Axes.Both,
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Direction = FillDirection.Horizontal,
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Spacing = new Vector2(3, 0),
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Children = new Drawable[]
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{
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text = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Font = OsuFont.GetFont(size: 12),
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Text = value.ToString()
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}
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}
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});
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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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Active.BindValueChanged(_ => UpdateState(), true);
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}
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protected override bool OnHover(HoverEvent e)
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{
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updateHoverState();
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UpdateState();
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return true;
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}
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protected override void OnHoverLost(HoverLostEvent e) => updateHoverState();
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protected override void OnHoverLost(HoverLostEvent e) => UpdateState();
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private void updateState()
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{
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updateHoverState();
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text.Font = text.Font.With(weight: Active.Value ? FontWeight.Bold : FontWeight.Medium);
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}
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private void updateHoverState()
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protected virtual void UpdateState()
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{
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if (Active.Value || IsHovered)
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ShowBackground();
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else
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HideBackground();
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text.Colour = Active.Value && !IsHovered ? colourProvider.Light1 : Color4.White;
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ContentColour = Active.Value && !IsHovered ? colourProvider.Light1 : Color4.White;
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text.Font = text.Font.With(weight: Active.Value ? FontWeight.Bold : FontWeight.Medium);
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}
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}
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}
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