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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.
65 lines
1.9 KiB
C#
65 lines
1.9 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.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.Game.Online.API;
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using osu.Game.Users;
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using OpenTK;
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using OpenTK.Graphics;
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namespace osu.Game.Overlays.Toolbar
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{
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public class ToolbarUserButton : ToolbarButton, IOnlineComponent
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{
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private readonly UpdateableAvatar avatar;
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public ToolbarUserButton()
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{
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AutoSizeAxes = Axes.X;
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DrawableText.Font = @"Exo2.0-MediumItalic";
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Add(new OpaqueBackground { Depth = 1 });
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Flow.Add(avatar = new UpdateableAvatar
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{
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Masking = true,
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Size = new Vector2(32),
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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CornerRadius = 4,
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EdgeEffect = new EdgeEffectParameters
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{
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Type = EdgeEffectType.Shadow,
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Radius = 4,
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Colour = Color4.Black.Opacity(0.1f),
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}
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});
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}
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[BackgroundDependencyLoader]
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private void load(APIAccess api)
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{
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api.Register(this);
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}
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public void APIStateChanged(APIAccess api, APIState state)
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{
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switch (state)
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{
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default:
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Text = @"Guest";
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avatar.User = new User();
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break;
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case APIState.Online:
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Text = api.Username;
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avatar.User = api.LocalUser;
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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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