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osu-lazer/osu.Game/Overlays/ExpandingControlContainer.cs

130 lines
4.7 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 System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Events;
using osu.Framework.Testing;
using osu.Framework.Threading;
using osu.Game.Graphics.Containers;
namespace osu.Game.Overlays
{
/// <summary>
/// Represents a <see cref="Container"/> with the ability to expand/contract when hovering the controls within it.
/// </summary>
/// <typeparam name="TControl">The type of UI control to lookup for hover expansion.</typeparam>
public class ExpandingControlContainer<TControl> : Container, IExpandingContainer
where TControl : class, IDrawable
{
private readonly float contractedWidth;
private readonly float expandedWidth;
public BindableBool Expanded { get; } = new BindableBool();
/// <summary>
/// Delay before the container switches to expanded state from hover.
/// </summary>
protected virtual double HoverExpansionDelay => 0;
protected override Container<Drawable> Content => FillFlow;
protected FillFlowContainer FillFlow { get; }
protected ExpandingControlContainer(float contractedWidth, float expandedWidth)
{
this.contractedWidth = contractedWidth;
this.expandedWidth = expandedWidth;
RelativeSizeAxes = Axes.Y;
Width = contractedWidth;
InternalChild = new OsuScrollContainer
{
RelativeSizeAxes = Axes.Both,
ScrollbarVisible = false,
Child = FillFlow = new FillFlowContainer
{
Origin = Anchor.CentreLeft,
Anchor = Anchor.CentreLeft,
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
},
};
}
private ScheduledDelegate hoverExpandEvent;
private TControl activeControl;
protected override void LoadComplete()
{
base.LoadComplete();
Expanded.BindValueChanged(v =>
{
this.ResizeWidthTo(v.NewValue ? expandedWidth : contractedWidth, 500, Easing.OutQuint);
}, true);
}
protected override void Update()
{
base.Update();
// if the container was expanded from hovering over a control, we have to check per-frame whether we can contract it back.
// that's because contracting the container depends not only on whether it's no longer hovered,
// but also on whether the hovered control is no longer in a dragged state (if it was).
if (hoverExpandEvent != null && !IsHovered && (activeControl == null || !isControlActive(activeControl)))
{
hoverExpandEvent?.Cancel();
Expanded.Value = false;
hoverExpandEvent = null;
activeControl = null;
}
}
protected override bool OnHover(HoverEvent e)
{
queueExpandIfHovering();
return true;
}
protected override bool OnMouseMove(MouseMoveEvent e)
{
queueExpandIfHovering();
return base.OnMouseMove(e);
}
private void queueExpandIfHovering()
{
// if the same control is hovered or dragged, let the scheduled expand play out..
if (activeControl != null && isControlActive(activeControl))
return;
// ..otherwise check whether a new control is hovered, and if so, queue a new hover operation.
hoverExpandEvent?.Cancel();
// usually we wouldn't use ChildrenOfType in implementations, but this is the simplest way
// to handle cases like the editor where the controls may be nested within a child hierarchy.
activeControl = FillFlow.ChildrenOfType<TControl>().FirstOrDefault(isControlActive);
if (activeControl != null && !Expanded.Value)
hoverExpandEvent = Scheduler.AddDelayed(() => Expanded.Value = true, HoverExpansionDelay);
}
/// <summary>
/// Whether the given control is currently active, by checking whether it's hovered or dragged.
/// </summary>
private bool isControlActive(TControl control)
{
if (control is IExpandable expandable)
return expandable.ShouldBeExpanded;
return control.IsHovered || control.IsDragged;
}
}
}