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osu-lazer/osu.Game/Overlays/Toolbar/Toolbar.cs
Dean Herbert 9bf36418a0 Make toolbar buttons more independent logic-wise.
Also adds visual toggle state for toggleable buttons.
2016-12-02 18:43:01 +09:00

128 lines
4.3 KiB
C#

//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Transformations;
using osu.Framework.Input;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Modes;
using osu.Game.Online.API;
using OpenTK;
using OpenTK.Graphics;
namespace osu.Game.Overlays.Toolbar
{
public class Toolbar : OverlayContainer
{
private const float height = 50;
public Action OnHome;
public Action<PlayMode> OnPlayModeChange;
private ToolbarModeSelector modeSelector;
private Box solidBackground;
private Box gradientBackground;
private const int transition_time = 250;
private const float alpha_hovering = 0.8f;
private const float alpha_normal = 0.6f;
protected override void PopIn()
{
MoveToY(0, transition_time, EasingTypes.OutQuint);
FadeIn(transition_time, EasingTypes.OutQuint);
}
protected override void PopOut()
{
MoveToY(-DrawSize.Y, transition_time, EasingTypes.InQuint);
FadeOut(transition_time, EasingTypes.InQuint);
}
protected override bool OnHover(InputState state)
{
solidBackground.FadeTo(alpha_hovering, transition_time, EasingTypes.OutQuint);
gradientBackground.FadeIn(transition_time, EasingTypes.OutQuint);
return true;
}
protected override void OnHoverLost(InputState state)
{
solidBackground.FadeTo(alpha_normal, transition_time, EasingTypes.OutQuint);
gradientBackground.FadeOut(transition_time, EasingTypes.OutQuint);
}
public Toolbar()
{
Children = new Drawable[]
{
solidBackground = new Box
{
RelativeSizeAxes = Axes.Both,
Colour = new Color4(0.1f, 0.1f, 0.1f, 1),
Alpha = alpha_normal,
},
gradientBackground = new Box
{
RelativeSizeAxes = Axes.X,
Anchor = Anchor.BottomLeft,
Alpha = 0,
Height = 90,
ColourInfo = ColourInfo.GradientVertical(new Color4(0.1f, 0.1f, 0.1f, 0.5f), new Color4(0.1f, 0.1f, 0.1f, 0f)),
},
new FlowContainer
{
Direction = FlowDirection.HorizontalOnly,
RelativeSizeAxes = Axes.Y,
AutoSizeAxes = Axes.X,
Children = new Drawable[]
{
new ToolbarSettingsButton(),
new ToolbarHomeButton()
{
Action = () => OnHome?.Invoke()
},
modeSelector = new ToolbarModeSelector
{
OnPlayModeChange = OnPlayModeChange
}
}
},
new FlowContainer
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Direction = FlowDirection.HorizontalOnly,
RelativeSizeAxes = Axes.Y,
AutoSizeAxes = Axes.X,
Children = new []
{
new ToolbarMusicButton(),
new ToolbarButton
{
Icon = FontAwesome.fa_search
},
new ToolbarUserButton(),
new ToolbarButton
{
Icon = FontAwesome.fa_bars
},
}
}
};
RelativeSizeAxes = Axes.X;
Size = new Vector2(1, height);
}
public void SetGameMode(PlayMode mode) => modeSelector.SetGameMode(mode);
}
}