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b8b05fe8d2
There should only ever be one osu! logo. It is now passed around between screens in a superfluous manner.
142 lines
5.4 KiB
C#
142 lines
5.4 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 System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Input;
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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.Graphics.UserInterface;
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namespace osu.Game.Screens.Select
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{
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public class Footer : Container
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{
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private readonly Box modeLight;
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private const float play_song_select_button_width = 100;
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private const float play_song_select_button_height = 50;
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public const float HEIGHT = 50;
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public const int TRANSITION_LENGTH = 300;
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private const float padding = 80;
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public Action OnBack;
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private readonly FillFlowContainer<FooterButton> buttons;
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/// <param name="text">Text on the button.</param>
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/// <param name="colour">Colour of the button.</param>
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/// <param name="hotkey">Hotkey of the button.</param>
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/// <param name="action">Action the button does.</param>
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/// <param name="depth">
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/// <para>Higher depth to be put on the left, and lower to be put on the right.</para>
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/// <para>Notice this is different to <see cref="Options.BeatmapOptionsOverlay"/>!</para>
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/// </param>
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public void AddButton(string text, Color4 colour, Action action, Key? hotkey = null, float depth = 0) => buttons.Add(new FooterButton
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{
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Text = text,
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Height = play_song_select_button_height,
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Width = play_song_select_button_width,
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Depth = depth,
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SelectedColour = colour,
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DeselectedColour = colour.Opacity(0.5f),
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Hotkey = hotkey,
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Hovered = updateModeLight,
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HoverLost = updateModeLight,
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Action = action,
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});
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private readonly List<OverlayContainer> overlays = new List<OverlayContainer>();
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/// <param name="text">Text on the button.</param>
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/// <param name="colour">Colour of the button.</param>
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/// <param name="hotkey">Hotkey of the button.</param>
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/// <param name="overlay">The <see cref="OverlayContainer"/> to be toggled by this button.</param>
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/// <param name="depth">
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/// <para>Higher depth to be put on the left, and lower to be put on the right.</para>
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/// <para>Notice this is different to <see cref="Options.BeatmapOptionsOverlay"/>!</para>
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/// </param>
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public void AddButton(string text, Color4 colour, OverlayContainer overlay, Key? hotkey = null, float depth = 0)
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{
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overlays.Add(overlay);
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AddButton(text, colour, () =>
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{
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foreach (var o in overlays)
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{
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if (o == overlay)
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o.ToggleVisibility();
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else
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o.Hide();
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}
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}, hotkey, depth);
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}
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private void updateModeLight() => modeLight.FadeColour(buttons.FirstOrDefault(b => b.IsHovered)?.SelectedColour ?? Color4.Transparent, TRANSITION_LENGTH, Easing.OutQuint);
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public Footer()
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{
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RelativeSizeAxes = Axes.X;
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Height = HEIGHT;
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Anchor = Anchor.BottomCentre;
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Origin = Anchor.BottomCentre;
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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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RelativeSizeAxes = Axes.Both,
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Size = Vector2.One,
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Colour = Color4.Black.Opacity(0.5f),
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},
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modeLight = new Box
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{
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RelativeSizeAxes = Axes.X,
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Height = 3,
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Position = new Vector2(0, -3),
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},
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new BackButton
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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Action = () => OnBack?.Invoke()
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},
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new FillFlowContainer
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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Position = new Vector2(TwoLayerButton.SIZE_EXTENDED.X + padding, 0),
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RelativeSizeAxes = Axes.Y,
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AutoSizeAxes = Axes.X,
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Direction = FillDirection.Horizontal,
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Spacing = new Vector2(padding, 0),
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Children = new Drawable[]
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{
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buttons = new FillFlowContainer<FooterButton>
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{
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Direction = FillDirection.Horizontal,
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Spacing = new Vector2(0.2f, 0),
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AutoSizeAxes = Axes.Both,
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}
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}
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}
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};
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updateModeLight();
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}
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args) => true;
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protected override bool OnClick(InputState state) => true;
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protected override bool OnDragStart(InputState state) => true;
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}
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}
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