//Copyright (c) 2007-2016 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 System.Threading; using System.Threading.Tasks; using osu.Framework; using osu.Framework.Extensions.IEnumerableExtensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Primitives; using osu.Game.Database; using OpenTK; using osu.Framework.Allocation; namespace osu.Game.Beatmaps.Drawable { class BeatmapGroup : IStateful { public BeatmapPanel SelectedPanel; /// /// Fires when one of our difficulties was selected. Will fire on first expand. /// public Action SelectionChanged; public BeatmapSetHeader Header; private BeatmapGroupState state; public List BeatmapPanels; private WorkingBeatmap beatmap; public BeatmapGroupState State { get { return state; } set { state = value; switch (state) { case BeatmapGroupState.Expanded: //if (!difficulties.Children.All(d => IsLoaded)) // Task.WhenAll(difficulties.Children.Select(d => d.Preload(Game))).ContinueWith(t => difficulties.Show()); //else foreach (BeatmapPanel panel in BeatmapPanels) { panel.Hidden = false; panel.FadeIn(250); } Header.State = PanelSelectedState.Selected; if (SelectedPanel != null) SelectedPanel.State = PanelSelectedState.Selected; break; case BeatmapGroupState.Collapsed: Header.State = PanelSelectedState.NotSelected; if (SelectedPanel != null) SelectedPanel.State = PanelSelectedState.NotSelected; foreach (BeatmapPanel panel in BeatmapPanels) { panel.Hidden = true; panel.FadeOut(250); } break; } } } public BeatmapGroup(WorkingBeatmap beatmap) { this.beatmap = beatmap; Header = new BeatmapSetHeader(beatmap) { GainedSelection = headerGainedSelection, RelativeSizeAxes = Axes.X, }; BeatmapPanels = beatmap.BeatmapSetInfo.Beatmaps.Select(b => new BeatmapPanel(b) { GainedSelection = panelGainedSelection, RelativeSizeAxes = Axes.X, }).ToList(); } 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, } }