// 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; using osu.Framework.Graphics.Transformations; using osu.Game.Database; namespace osu.Game.Beatmaps.Drawables { class BeatmapGroup : IStateful { 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 BeatmapSetHeader Header; private BeatmapGroupState state; public List BeatmapPanels; public BeatmapSetInfo BeatmapSet; public BeatmapGroupState State { get { return state; } set { 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; } state = value; } } public BeatmapGroup(WorkingBeatmap beatmap, BeatmapSetInfo set = null) { Header = new BeatmapSetHeader(beatmap) { GainedSelection = headerGainedSelection, RelativeSizeAxes = Axes.X, }; BeatmapPanels = beatmap.BeatmapSetInfo.Beatmaps.Select(b => new BeatmapPanel(b) { Alpha = 0, GainedSelection = panelGainedSelection, StartRequested = p => { StartRequested?.Invoke(p.Beatmap); }, RelativeSizeAxes = Axes.X, }).ToList(); BeatmapSet = set; 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; else SelectionChanged?.Invoke(this, SelectedPanel.Beatmap); } 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, panel.Beatmap); } } } public enum BeatmapGroupState { Collapsed, Expanded, Hidden, } }