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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.
62 lines
1.8 KiB
C#
62 lines
1.8 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.Extensions.Color4Extensions;
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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.Shapes;
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using osu.Game.Graphics;
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namespace osu.Game.Overlays.Toolbar
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{
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public class ToolbarOverlayToggleButton : ToolbarButton
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{
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private readonly Box stateBackground;
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private OverlayContainer stateContainer;
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public OverlayContainer StateContainer
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{
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get { return stateContainer; }
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set
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{
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stateContainer = value;
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Action = stateContainer.ToggleVisibility;
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stateContainer.StateChanged += stateChanged;
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}
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}
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public ToolbarOverlayToggleButton()
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{
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Add(stateBackground = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.Gray(150).Opacity(180),
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Blending = BlendingMode.Additive,
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Depth = 2,
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Alpha = 0,
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});
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (stateContainer != null)
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stateContainer.StateChanged -= stateChanged;
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}
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private void stateChanged(Visibility state)
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{
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switch (state)
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{
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case Visibility.Hidden:
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stateBackground.FadeOut(200);
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break;
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case Visibility.Visible:
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stateBackground.FadeIn(200);
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break;
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}
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}
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}
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}
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