1
0
mirror of https://github.com/ppy/osu.git synced 2024-09-22 15:27:26 +08:00
osu-lazer/osu.Game/Overlays/Toolbar/ToolbarModeSelector.cs
Dean Herbert 4f6263ef86 Make many internal classes and methods public
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.
2017-11-21 12:06:16 +09:00

124 lines
4.0 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Caching;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using OpenTK;
using OpenTK.Graphics;
using osu.Framework.Configuration;
using osu.Framework.Graphics.Shapes;
using osu.Game.Rulesets;
namespace osu.Game.Overlays.Toolbar
{
public class ToolbarModeSelector : Container
{
private const float padding = 10;
private readonly FillFlowContainer modeButtons;
private readonly Drawable modeButtonLine;
private ToolbarModeButton activeButton;
private readonly Bindable<RulesetInfo> ruleset = new Bindable<RulesetInfo>();
public ToolbarModeSelector()
{
RelativeSizeAxes = Axes.Y;
Children = new[]
{
new OpaqueBackground(),
modeButtons = new FillFlowContainer
{
RelativeSizeAxes = Axes.Y,
AutoSizeAxes = Axes.X,
Direction = FillDirection.Horizontal,
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
Padding = new MarginPadding { Left = padding, Right = padding },
},
modeButtonLine = new Container
{
Size = new Vector2(padding * 2 + ToolbarButton.WIDTH, 3),
Anchor = Anchor.BottomLeft,
Origin = Anchor.TopLeft,
Masking = true,
EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Glow,
Colour = new Color4(255, 194, 224, 100),
Radius = 15,
Roundness = 15,
},
Children = new[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
}
}
}
};
}
[BackgroundDependencyLoader]
private void load(RulesetStore rulesets, OsuGame game)
{
foreach (var r in rulesets.AvailableRulesets)
{
modeButtons.Add(new ToolbarModeButton
{
Ruleset = r,
Action = delegate
{
ruleset.Value = r;
}
});
}
ruleset.ValueChanged += rulesetChanged;
ruleset.DisabledChanged += disabledChanged;
ruleset.BindTo(game.Ruleset);
}
public override bool HandleInput => !ruleset.Disabled;
private void disabledChanged(bool isDisabled) => this.FadeColour(isDisabled ? Color4.Gray : Color4.White, 300);
protected override void Update()
{
base.Update();
Size = new Vector2(modeButtons.DrawSize.X, 1);
}
private void rulesetChanged(RulesetInfo ruleset)
{
foreach (ToolbarModeButton m in modeButtons.Children.Cast<ToolbarModeButton>())
{
bool isActive = m.Ruleset.ID == ruleset.ID;
m.Active = isActive;
if (isActive)
activeButton = m;
}
activeMode.Invalidate();
}
private Cached activeMode = new Cached();
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
if (!activeMode.IsValid)
{
modeButtonLine.MoveToX(activeButton.DrawPosition.X, 200, Easing.OutQuint);
activeMode.Validate();
}
}
}
}