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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.
112 lines
3.3 KiB
C#
112 lines
3.3 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.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics.Sprites;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Bindings;
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using osu.Game.Input.Bindings;
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namespace osu.Game.Graphics.UserInterface.Volume
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{
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public class VolumeMeter : Container, IKeyBindingHandler<GlobalAction>
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{
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private readonly Box meterFill;
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public BindableDouble Bindable { get; } = new BindableDouble();
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public VolumeMeter(string meterName)
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{
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Size = new Vector2(40, 180);
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Children = new Drawable[]
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{
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new Box
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{
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Colour = Color4.Black,
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RelativeSizeAxes = Axes.Both
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},
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(0.5f, 0.9f),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Children = new Drawable[]
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{
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new Box
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{
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Colour = Color4.DarkGray,
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RelativeSizeAxes = Axes.Both
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},
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meterFill = new Box
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{
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Colour = Color4.White,
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Scale = new Vector2(1, 0),
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RelativeSizeAxes = Axes.Both,
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Origin = Anchor.BottomCentre,
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Anchor = Anchor.BottomCentre
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}
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}
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},
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new OsuSpriteText
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{
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Text = meterName,
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.TopCentre
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}
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};
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Bindable.ValueChanged += delegate { updateFill(); };
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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updateFill();
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}
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public double Volume
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{
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get { return Bindable.Value; }
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private set
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{
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Bindable.Value = value;
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}
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}
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public void Increase()
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{
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Volume += 0.05f;
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}
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public void Decrease()
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{
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Volume -= 0.05f;
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}
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private void updateFill() => meterFill.ScaleTo(new Vector2(1, (float)Volume), 300, Easing.OutQuint);
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public bool OnPressed(GlobalAction action)
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{
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if (!IsHovered) return false;
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switch (action)
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{
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case GlobalAction.DecreaseVolume:
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Decrease();
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return true;
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case GlobalAction.IncreaseVolume:
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Increase();
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return true;
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}
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return false;
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}
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public bool OnReleased(GlobalAction action) => false;
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}
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}
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