// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Collections.Generic; using System.Linq; using osu.Framework; using osu.Framework.Graphics; namespace osu.Game.Beatmaps.Drawables { public class BeatmapGroup : IStateful { public event Action StateChanged; public BeatmapPanel SelectedPanel; /// /// Fires when one of our difficulties was selected. Will fire on first expand. /// public Action SelectionChanged; /// /// Fires when one of our difficulties is clicked when already selected. Should start playing the map. /// public Action StartRequested; public Action DeleteRequested; public Action RestoreHiddenRequested; public Action HideDifficultyRequested; public Action EditRequested; public BeatmapSetHeader Header; public List BeatmapPanels; public BeatmapSetInfo BeatmapSet; private BeatmapGroupState state; public BeatmapGroupState State { get { return state; } set { state = value; switch (value) { case BeatmapGroupState.Expanded: Header.State = PanelSelectedState.Selected; foreach (BeatmapPanel panel in BeatmapPanels) panel.State = panel == SelectedPanel ? PanelSelectedState.Selected : PanelSelectedState.NotSelected; break; case BeatmapGroupState.Collapsed: Header.State = PanelSelectedState.NotSelected; foreach (BeatmapPanel panel in BeatmapPanels) panel.State = PanelSelectedState.Hidden; break; case BeatmapGroupState.Hidden: Header.State = PanelSelectedState.Hidden; foreach (BeatmapPanel panel in BeatmapPanels) panel.State = PanelSelectedState.Hidden; break; } StateChanged?.Invoke(state); } } public BeatmapGroup(BeatmapSetInfo beatmapSet, BeatmapManager manager) { BeatmapSet = beatmapSet; WorkingBeatmap beatmap = manager.GetWorkingBeatmap(BeatmapSet.Beatmaps.FirstOrDefault()); Header = new BeatmapSetHeader(beatmap) { GainedSelection = headerGainedSelection, DeleteRequested = b => DeleteRequested(b), RestoreHiddenRequested = b => RestoreHiddenRequested(b), RelativeSizeAxes = Axes.X, }; BeatmapPanels = BeatmapSet.Beatmaps.Where(b => !b.Hidden).OrderBy(b => b.StarDifficulty).Select(b => new BeatmapPanel(b) { Alpha = 0, GainedSelection = panelGainedSelection, HideRequested = p => HideDifficultyRequested?.Invoke(p), StartRequested = p => StartRequested?.Invoke(p.Beatmap), EditRequested = p => EditRequested?.Invoke(p.Beatmap), RelativeSizeAxes = Axes.X, }).ToList(); Header.AddDifficultyIcons(BeatmapPanels); } private void headerGainedSelection(BeatmapSetHeader panel) { State = BeatmapGroupState.Expanded; //we want to make sure one of our children is selected in the case none have been selected yet. if (SelectedPanel == null) BeatmapPanels.First().State = PanelSelectedState.Selected; } private void panelGainedSelection(BeatmapPanel panel) { try { if (SelectedPanel == panel) return; if (SelectedPanel != null) SelectedPanel.State = PanelSelectedState.NotSelected; SelectedPanel = panel; } finally { State = BeatmapGroupState.Expanded; SelectionChanged?.Invoke(this, SelectedPanel); } } } public enum BeatmapGroupState { Collapsed, Expanded, Hidden, } }