// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using System.Linq; using osu.Framework.Graphics; using osu.Framework.Input.Events; using osu.Game.Beatmaps.Drawables; using osu.Game.Graphics; using osu.Game.Graphics.Sprites; using osu.Game.Rulesets; using osuTK.Graphics; namespace osu.Game.Screens.Select.Carousel { /// /// A difficulty icon that contains a counter on the right-side of it. /// /// /// Used in cases when there are too many difficulty icons to show. /// public partial class GroupedDifficultyIcon : DifficultyIcon { public readonly List Items; public GroupedDifficultyIcon(List items, RulesetInfo ruleset) : base(items.OrderBy(b => b.BeatmapInfo.StarRating).Last().BeatmapInfo, ruleset) { Items = items; foreach (var item in items) item.Filtered.BindValueChanged(_ => Scheduler.AddOnce(updateFilteredDisplay)); AddInternal(new OsuSpriteText { Anchor = Anchor.CentreRight, Origin = Anchor.CentreRight, Padding = new MarginPadding { Left = Size.X }, Margin = new MarginPadding { Left = 2, Right = 5 }, Font = OsuFont.GetFont(size: 14, weight: FontWeight.SemiBold), Text = items.Count.ToString(), Colour = Color4.White, }); updateFilteredDisplay(); } protected override bool OnClick(ClickEvent e) { Items.First().State.Value = CarouselItemState.Selected; return true; } private void updateFilteredDisplay() { // for now, fade the whole group based on the ratio of hidden items. this.FadeTo(1 - 0.9f * ((float)Items.Count(i => i.Filtered.Value) / Items.Count), 100); } } }