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abf5418080
Reduced publicly facing properties where possible. Also fixes a potentially bad state issue when the beatmapset was changed while a load was in progress.
108 lines
3.2 KiB
C#
108 lines
3.2 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.Audio.Track;
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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.Framework.Input;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Game.Overlays.Direct;
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using osu.Framework.Configuration;
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namespace osu.Game.Overlays.BeatmapSet
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{
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public class PreviewButton : OsuClickableContainer
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{
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private const float transition_duration = 500;
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private readonly Box bg, progress;
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private readonly PlayButton playButton;
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private Track preview => playButton.Preview;
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private Bindable<bool> playing => playButton.Playing;
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public BeatmapSetInfo BeatmapSet
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{
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get { return playButton.BeatmapSet; }
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set { playButton.BeatmapSet = value; }
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}
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public PreviewButton()
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{
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Height = 42;
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Children = new Drawable[]
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{
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bg = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black.Opacity(0.25f),
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},
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new Container
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.X,
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Height = 3,
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Child = progress = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Width = 0f,
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Alpha = 0f,
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},
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},
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playButton = new PlayButton
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(18),
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},
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};
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Action = () => playing.Value = !playing.Value;
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playing.ValueChanged += newValue => progress.FadeTo(newValue ? 1 : 0, 100);
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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progress.Colour = colours.Yellow;
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}
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protected override void Update()
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{
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base.Update();
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if (playing.Value && preview != null)
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{
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progress.Width = (float)(preview.CurrentTime / preview.Length);
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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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playing.Value = false;
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base.Dispose(isDisposing);
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}
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protected override bool OnHover(InputState state)
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{
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bg.FadeColour(Color4.Black.Opacity(0.5f), 100);
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return base.OnHover(state);
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}
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protected override void OnHoverLost(InputState state)
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{
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bg.FadeColour(Color4.Black.Opacity(0.25f), 100);
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base.OnHoverLost(state);
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}
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}
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}
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