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c9dda78ded
* 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.
72 lines
2.1 KiB
C#
72 lines
2.1 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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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.Sprites;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osuTK.Input;
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namespace osu.Game.Screens.Select
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{
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public class FooterButtonRandom : FooterButton
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{
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private readonly SpriteText secondaryText;
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private bool secondaryActive;
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public FooterButtonRandom()
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{
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TextContainer.Add(secondaryText = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Text = @"rewind",
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Alpha = 0,
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});
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// force both text sprites to always be present to avoid width flickering while they're being swapped out
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SpriteText.AlwaysPresent = secondaryText.AlwaysPresent = true;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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SelectedColour = colours.Green;
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DeselectedColour = SelectedColour.Opacity(0.5f);
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Text = @"random";
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Hotkey = Key.F2;
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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secondaryActive = e.ShiftPressed;
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updateText();
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return base.OnKeyDown(e);
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}
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protected override bool OnKeyUp(KeyUpEvent e)
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{
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secondaryActive = e.ShiftPressed;
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updateText();
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return base.OnKeyUp(e);
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}
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private void updateText()
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{
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if (secondaryActive)
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{
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SpriteText.FadeOut(120, Easing.InQuad);
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secondaryText.FadeIn(120, Easing.InQuad);
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}
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else
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{
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SpriteText.FadeIn(120, Easing.InQuad);
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secondaryText.FadeOut(120, Easing.InQuad);
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}
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}
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}
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}
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