mirror of
https://github.com/ppy/osu.git
synced 2026-05-16 14:23:22 +08:00
1f4cfa74dc
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.
190 lines
5.8 KiB
C#
190 lines
5.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Graphics;
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using osu.Framework.Input.Events;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics.UserInterface;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics;
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using osuTK.Graphics;
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using osu.Framework.Localisation;
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namespace osu.Game.Overlays
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{
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public abstract partial class OverlayStreamItem<T> : TabItem<T>
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{
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public const float PADDING = 5;
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public readonly Bindable<T?> SelectedItem = new Bindable<T?>();
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private bool userHoveringArea;
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public bool UserHoveringArea
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{
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set
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{
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if (value == userHoveringArea)
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return;
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userHoveringArea = value;
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updateState();
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}
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}
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private FillFlowContainer<SpriteText> text = null!;
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private ExpandingBar expandingBar = null!;
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private Sample selectSample = null!;
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private OsuSpriteText? mainTextPiece;
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private OsuSpriteText? additionalTextPiece;
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private OsuSpriteText? infoTextPiece;
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protected OverlayStreamItem(T value)
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: base(value)
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{
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Height = 50;
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Width = 90;
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Margin = new MarginPadding(PADDING);
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}
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[BackgroundDependencyLoader]
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private void load(OverlayColourProvider colourProvider, OsuColour colours, AudioManager audio)
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{
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AddRange(new Drawable[]
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{
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text = new FillFlowContainer<SpriteText>
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{
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AutoSizeAxes = Axes.Both,
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Direction = FillDirection.Vertical,
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Margin = new MarginPadding { Top = 6 },
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Children = new[]
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{
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mainTextPiece = new OsuSpriteText
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{
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Text = MainText,
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Font = OsuFont.GetFont(size: 12, weight: FontWeight.Bold),
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},
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additionalTextPiece = new OsuSpriteText
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{
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Text = AdditionalText,
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Font = OsuFont.GetFont(size: 16, weight: FontWeight.Regular),
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},
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infoTextPiece = new OsuSpriteText
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{
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Text = InfoText,
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Font = OsuFont.GetFont(size: 10),
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Colour = colourProvider.Foreground1
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},
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}
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},
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expandingBar = new ExpandingBar
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{
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Anchor = Anchor.TopCentre,
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Colour = GetBarColour(colours),
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ExpandedSize = 4,
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CollapsedSize = 2,
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Expanded = true
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},
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new HoverSounds(HoverSampleSet.TabSelect)
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});
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selectSample = audio.Samples.Get(@"UI/tabselect-select");
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SelectedItem.BindValueChanged(_ => updateState(), true);
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}
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private LocalisableString mainText;
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protected LocalisableString MainText
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{
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get => mainText;
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set
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{
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mainText = value;
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if (mainTextPiece != null)
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mainTextPiece.Text = value;
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}
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}
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private LocalisableString additionalText;
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protected LocalisableString AdditionalText
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{
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get => additionalText;
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set
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{
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additionalText = value;
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if (additionalTextPiece != null)
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additionalTextPiece.Text = value;
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}
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}
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private LocalisableString infoText;
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protected LocalisableString InfoText
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{
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get => infoText;
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set
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{
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infoText = value;
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if (infoTextPiece != null)
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infoTextPiece.Text = value;
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}
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}
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protected abstract Color4 GetBarColour(OsuColour colours);
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protected override void OnActivated() => updateState();
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protected override void OnDeactivated() => updateState();
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protected override void OnActivatedByUser() => selectSample.Play();
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protected override bool OnHover(HoverEvent e)
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{
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updateState();
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return base.OnHover(e);
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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updateState();
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base.OnHoverLost(e);
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}
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private void updateState()
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{
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// highlighted regardless if we are hovered
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bool textHighlighted = IsHovered;
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bool barExpanded = IsHovered;
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if (SelectedItem.Value == null)
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{
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// at listing, all badges are highlighted when user is not hovering any badge.
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textHighlighted |= !userHoveringArea;
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barExpanded |= !userHoveringArea;
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}
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else
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{
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// bar is always expanded when active
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barExpanded |= Active.Value;
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// text is highlighted only when hovered or active (but not if in selection mode)
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textHighlighted |= Active.Value && !userHoveringArea;
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}
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expandingBar.Expanded = barExpanded;
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text.FadeTo(textHighlighted ? 1 : 0.5f, 100, Easing.OutQuint);
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}
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}
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}
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