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osu-lazer/osu.Game/Beatmaps/Drawables/Cards/Buttons/GoToBeatmapButton.cs
T
Dean Herbert da80b61f38 Allow visibly disabling the "go to beatmap" button
Easiest way to make this work without rewriting the layout logic.

I think it makes sense to have the button still exist there but not be
usable on certain screens.
2025-09-26 18:08:47 +09:00

72 lines
2.2 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Game.Online;
using osu.Game.Online.API.Requests.Responses;
namespace osu.Game.Beatmaps.Drawables.Cards.Buttons
{
public partial class GoToBeatmapButton : BeatmapCardIconButton
{
public IBindable<DownloadState> State => state;
private readonly Bindable<DownloadState> state = new Bindable<DownloadState>();
private readonly APIBeatmapSet beatmapSet;
private readonly bool allowNavigationToBeatmap;
public GoToBeatmapButton(APIBeatmapSet beatmapSet, bool allowNavigationToBeatmap)
{
this.beatmapSet = beatmapSet;
this.allowNavigationToBeatmap = allowNavigationToBeatmap;
}
[BackgroundDependencyLoader(true)]
private void load(OsuGame? game)
{
Action = () => game?.PresentBeatmap(beatmapSet);
Icon.Icon = FontAwesome.Solid.AngleDoubleRight;
}
protected override void LoadComplete()
{
base.LoadComplete();
state.BindValueChanged(_ => updateState(), true);
FinishTransforms(true);
}
private void updateState()
{
bool available = state.Value == DownloadState.LocallyAvailable;
Enabled.Value = allowNavigationToBeatmap && available;
float alpha;
if (available && allowNavigationToBeatmap)
{
TooltipText = "Go to beatmap";
Enabled.Value = true;
alpha = 1f;
}
else if (available)
{
TooltipText = string.Empty;
Enabled.Value = false;
alpha = 0.3f;
}
else
{
TooltipText = string.Empty;
Enabled.Value = false;
alpha = 0;
}
this.FadeTo(alpha, BeatmapCard.TRANSITION_DURATION, Easing.OutQuint);
}
}
}