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osu-lazer/osu.Game/Overlays/Chat/Tabs/ChannelTabControl.cs
2018-07-09 22:59:29 +02:00

96 lines
3.4 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Graphics;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Graphics;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.Chat;
using OpenTK;
using osu.Framework.Configuration;
using System;
namespace osu.Game.Overlays.Chat.Tabs
{
public class ChannelTabControl : OsuTabControl<Channel>
{
public static readonly float SHEAR_WIDTH = 10;
public Action<Channel> OnRequestLeave;
public readonly Bindable<bool> ChannelSelectorActive = new Bindable<bool>();
private readonly ChannelSelectorTabItem selectorTab;
public ChannelTabControl()
{
TabContainer.Margin = new MarginPadding { Left = 50 };
TabContainer.Spacing = new Vector2(-SHEAR_WIDTH, 0);
TabContainer.Masking = false;
AddInternal(new SpriteIcon
{
Icon = FontAwesome.fa_comments,
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
Size = new Vector2(20),
Margin = new MarginPadding(10),
});
AddTabItem(selectorTab = new ChannelSelectorTabItem(new Channel { Name = "+" }));
ChannelSelectorActive.BindTo(selectorTab.Active);
}
protected override void AddTabItem(TabItem<Channel> item, bool addToDropdown = true)
{
if (item != selectorTab && TabContainer.GetLayoutPosition(selectorTab) < float.MaxValue)
// performTabSort might've made selectorTab's position wonky, fix it
TabContainer.SetLayoutPosition(selectorTab, float.MaxValue);
base.AddTabItem(item, addToDropdown);
}
protected override TabItem<Channel> CreateTabItem(Channel value)
{
switch (value.Target)
{
case TargetType.Channel:
return new ChannelTabItem(value) { OnRequestClose = tabCloseRequested };
case TargetType.User:
return new UserChannelTabItem(value) { OnRequestClose = tabCloseRequested };
default:
throw new InvalidOperationException("Only TargetType User and Channel are supported.");
}
}
protected override void SelectTab(TabItem<Channel> tab)
{
if (tab is ChannelSelectorTabItem)
{
tab.Active.Toggle();
return;
}
selectorTab.Active.Value = false;
base.SelectTab(tab);
}
private void tabCloseRequested(TabItem<Channel> tab)
{
int totalTabs = TabContainer.Count - 1; // account for selectorTab
int currentIndex = MathHelper.Clamp(TabContainer.IndexOf(tab), 1, totalTabs);
if (tab == SelectedTab && totalTabs > 1)
// Select the tab after tab-to-be-removed's index, or the tab before if current == last
SelectTab(TabContainer[currentIndex == totalTabs ? currentIndex - 1 : currentIndex + 1]);
else if (totalTabs == 1 && !selectorTab.Active)
// Open channel selection overlay if all channel tabs will be closed after removing this tab
SelectTab(selectorTab);
OnRequestLeave?.Invoke(tab.Value);
}
}
}