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This is important when using dynamic compiling to rapidly iterate. Until we actually split projects out into pieces (like the abstract ruleset project we have talked about) there is no advantage to using internal in the osu! game code.
42 lines
1.3 KiB
C#
42 lines
1.3 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using OpenTK;
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namespace osu.Game.Overlays.Toolbar
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{
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public class ToolbarUserArea : Container
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{
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public LoginOverlay LoginOverlay;
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private ToolbarUserButton button;
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public override RectangleF BoundingBox => button.BoundingBox;
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[BackgroundDependencyLoader]
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private void load()
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{
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RelativeSizeAxes = Axes.Y;
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AutoSizeAxes = Axes.X;
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Children = new Drawable[] {
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button = new ToolbarUserButton
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{
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Action = () => LoginOverlay.ToggleVisibility(),
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},
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LoginOverlay = new LoginOverlay
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{
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BypassAutoSizeAxes = Axes.Both,
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Position = new Vector2(0, 1),
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RelativePositionAxes = Axes.Y,
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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}
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};
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}
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}
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}
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