1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-06 06:57:39 +08:00
osu-lazer/osu.Game/Screens/Select/FooterButtonRandom.cs
Bartłomiej Dach c9dda78ded Refactor drawable hierarchy to center properly
* Use FillFlowContainer.Spacing instead of manually applying margins.
* Use Update() for calculating button padding to preserve it after
  mod button expansion and adjust FooterButtonRandom to use this method
  while avoiding flickering.
* Expose mod display margin to clear it in the footer button.
2020-01-29 18:59:51 +01:00

72 lines
2.1 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.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Input.Events;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osuTK.Input;
namespace osu.Game.Screens.Select
{
public class FooterButtonRandom : FooterButton
{
private readonly SpriteText secondaryText;
private bool secondaryActive;
public FooterButtonRandom()
{
TextContainer.Add(secondaryText = new OsuSpriteText
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Text = @"rewind",
Alpha = 0,
});
// force both text sprites to always be present to avoid width flickering while they're being swapped out
SpriteText.AlwaysPresent = secondaryText.AlwaysPresent = true;
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
SelectedColour = colours.Green;
DeselectedColour = SelectedColour.Opacity(0.5f);
Text = @"random";
Hotkey = Key.F2;
}
protected override bool OnKeyDown(KeyDownEvent e)
{
secondaryActive = e.ShiftPressed;
updateText();
return base.OnKeyDown(e);
}
protected override bool OnKeyUp(KeyUpEvent e)
{
secondaryActive = e.ShiftPressed;
updateText();
return base.OnKeyUp(e);
}
private void updateText()
{
if (secondaryActive)
{
SpriteText.FadeOut(120, Easing.InQuad);
secondaryText.FadeIn(120, Easing.InQuad);
}
else
{
SpriteText.FadeIn(120, Easing.InQuad);
secondaryText.FadeOut(120, Easing.InQuad);
}
}
}
}