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osu-lazer/osu.Game/Overlays/Settings/Sidebar.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

141 lines
4.1 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;
using System.Linq;
using osu.Framework;
using OpenTK;
using OpenTK.Graphics;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input;
using osu.Framework.Threading;
using osu.Game.Overlays.Toolbar;
namespace osu.Game.Overlays.Settings
{
public class Sidebar : Container<SidebarButton>, IStateful<ExpandedState>
{
private readonly FillFlowContainer<SidebarButton> content;
public const float DEFAULT_WIDTH = ToolbarButton.WIDTH;
public const int EXPANDED_WIDTH = 200;
public event Action<ExpandedState> StateChanged;
protected override Container<SidebarButton> Content => content;
public Sidebar()
{
RelativeSizeAxes = Axes.Y;
InternalChildren = new Drawable[]
{
new Box
{
Colour = Color4.Black,
RelativeSizeAxes = Axes.Both,
},
new SidebarScrollContainer
{
Children = new[]
{
content = new FillFlowContainer<SidebarButton>
{
Origin = Anchor.CentreLeft,
Anchor = Anchor.CentreLeft,
AutoSizeAxes = Axes.Y,
RelativeSizeAxes = Axes.X,
Direction = FillDirection.Vertical,
}
}
},
};
}
private ScheduledDelegate expandEvent;
private ExpandedState state;
protected override bool OnHover(InputState state)
{
queueExpandIfHovering();
return true;
}
protected override void OnHoverLost(InputState state)
{
expandEvent?.Cancel();
lastHoveredButton = null;
State = ExpandedState.Contracted;
base.OnHoverLost(state);
}
protected override bool OnMouseMove(InputState state)
{
queueExpandIfHovering();
return base.OnMouseMove(state);
}
private class SidebarScrollContainer : ScrollContainer
{
public SidebarScrollContainer()
{
Content.Anchor = Anchor.CentreLeft;
Content.Origin = Anchor.CentreLeft;
RelativeSizeAxes = Axes.Both;
}
}
public ExpandedState State
{
get { return state; }
set
{
expandEvent?.Cancel();
if (state == value) return;
state = value;
switch (state)
{
default:
this.ResizeTo(new Vector2(DEFAULT_WIDTH, Height), 500, Easing.OutQuint);
break;
case ExpandedState.Expanded:
this.ResizeTo(new Vector2(EXPANDED_WIDTH, Height), 500, Easing.OutQuint);
break;
}
StateChanged?.Invoke(State);
}
}
private Drawable lastHoveredButton;
private Drawable hoveredButton => content.Children.FirstOrDefault(c => c.IsHovered);
private void queueExpandIfHovering()
{
// only expand when we hover a different button.
if (lastHoveredButton == hoveredButton) return;
if (!IsHovered) return;
if (State != ExpandedState.Expanded)
{
expandEvent?.Cancel();
expandEvent = Scheduler.AddDelayed(() => State = ExpandedState.Expanded, 750);
}
lastHoveredButton = hoveredButton;
}
}
public enum ExpandedState
{
Contracted,
Expanded,
}
}