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osu-lazer/osu.Game/Overlays/OverlayStreamItem.cs
T
Dan Balasescu 1f4cfa74dc Initial rework of FriendDisplay to use presence
It's at a very simple stage for now:
- Tab control is no longer recreated when friends change, counts are
  updated as bindables.
- All async logic removed temporarily.
- Sort and filtering happens in realtime without panel reload.
- Display modes removed for now. Need to think about this one a bit more,
  and whether to retry the async path or look for a separate solution.
- Real time user presence is now considered. Not considered for sorting
  by last visit time yet.
2025-03-11 19:13:11 +09:00

190 lines
5.8 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Graphics;
using osu.Framework.Input.Events;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Containers;
using osu.Game.Graphics.UserInterface;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics;
using osuTK.Graphics;
using osu.Framework.Localisation;
namespace osu.Game.Overlays
{
public abstract partial class OverlayStreamItem<T> : TabItem<T>
{
public const float PADDING = 5;
public readonly Bindable<T?> SelectedItem = new Bindable<T?>();
private bool userHoveringArea;
public bool UserHoveringArea
{
set
{
if (value == userHoveringArea)
return;
userHoveringArea = value;
updateState();
}
}
private FillFlowContainer<SpriteText> text = null!;
private ExpandingBar expandingBar = null!;
private Sample selectSample = null!;
private OsuSpriteText? mainTextPiece;
private OsuSpriteText? additionalTextPiece;
private OsuSpriteText? infoTextPiece;
protected OverlayStreamItem(T value)
: base(value)
{
Height = 50;
Width = 90;
Margin = new MarginPadding(PADDING);
}
[BackgroundDependencyLoader]
private void load(OverlayColourProvider colourProvider, OsuColour colours, AudioManager audio)
{
AddRange(new Drawable[]
{
text = new FillFlowContainer<SpriteText>
{
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Vertical,
Margin = new MarginPadding { Top = 6 },
Children = new[]
{
mainTextPiece = new OsuSpriteText
{
Text = MainText,
Font = OsuFont.GetFont(size: 12, weight: FontWeight.Bold),
},
additionalTextPiece = new OsuSpriteText
{
Text = AdditionalText,
Font = OsuFont.GetFont(size: 16, weight: FontWeight.Regular),
},
infoTextPiece = new OsuSpriteText
{
Text = InfoText,
Font = OsuFont.GetFont(size: 10),
Colour = colourProvider.Foreground1
},
}
},
expandingBar = new ExpandingBar
{
Anchor = Anchor.TopCentre,
Colour = GetBarColour(colours),
ExpandedSize = 4,
CollapsedSize = 2,
Expanded = true
},
new HoverSounds(HoverSampleSet.TabSelect)
});
selectSample = audio.Samples.Get(@"UI/tabselect-select");
SelectedItem.BindValueChanged(_ => updateState(), true);
}
private LocalisableString mainText;
protected LocalisableString MainText
{
get => mainText;
set
{
mainText = value;
if (mainTextPiece != null)
mainTextPiece.Text = value;
}
}
private LocalisableString additionalText;
protected LocalisableString AdditionalText
{
get => additionalText;
set
{
additionalText = value;
if (additionalTextPiece != null)
additionalTextPiece.Text = value;
}
}
private LocalisableString infoText;
protected LocalisableString InfoText
{
get => infoText;
set
{
infoText = value;
if (infoTextPiece != null)
infoTextPiece.Text = value;
}
}
protected abstract Color4 GetBarColour(OsuColour colours);
protected override void OnActivated() => updateState();
protected override void OnDeactivated() => updateState();
protected override void OnActivatedByUser() => selectSample.Play();
protected override bool OnHover(HoverEvent e)
{
updateState();
return base.OnHover(e);
}
protected override void OnHoverLost(HoverLostEvent e)
{
updateState();
base.OnHoverLost(e);
}
private void updateState()
{
// highlighted regardless if we are hovered
bool textHighlighted = IsHovered;
bool barExpanded = IsHovered;
if (SelectedItem.Value == null)
{
// at listing, all badges are highlighted when user is not hovering any badge.
textHighlighted |= !userHoveringArea;
barExpanded |= !userHoveringArea;
}
else
{
// bar is always expanded when active
barExpanded |= Active.Value;
// text is highlighted only when hovered or active (but not if in selection mode)
textHighlighted |= Active.Value && !userHoveringArea;
}
expandingBar.Expanded = barExpanded;
text.FadeTo(textHighlighted ? 1 : 0.5f, 100, Easing.OutQuint);
}
}
}