Remove custom word splitting logic, add localisation support.

This commit is contained in:
Dean Herbert 2017-05-01 17:14:59 +09:00
parent 2cfb83436d
commit 0f4ef16910

View File

@ -12,16 +12,18 @@ using osu.Game.Graphics;
using osu.Game.Graphics.Sprites; using osu.Game.Graphics.Sprites;
using OpenTK; using OpenTK;
using OpenTK.Graphics; using OpenTK.Graphics;
using osu.Framework.Localisation;
namespace osu.Game.Overlays.Music namespace osu.Game.Overlays.Music
{ {
internal class PlaylistItem : Container internal class PlaylistItem : Container
{ {
private const float fade_duration = 100; private const float fade_duration = 100;
private Color4 currentColour;
private readonly TextAwesome icon; private Color4 hoverColour;
private readonly IEnumerable<OsuSpriteText> title, artist;
private TextAwesome handle;
private OsuSpriteText title;
public readonly BeatmapSetInfo BeatmapSetInfo; public readonly BeatmapSetInfo BeatmapSetInfo;
@ -37,8 +39,7 @@ namespace osu.Game.Overlays.Music
selected = value; selected = value;
Flush(true); Flush(true);
foreach (OsuSpriteText t in title) title.FadeColour(Selected ? hoverColour : Color4.White, fade_duration);
t.FadeColour(Selected ? currentColour : Color4.White, fade_duration);
} }
} }
@ -49,72 +50,65 @@ namespace osu.Game.Overlays.Music
RelativeSizeAxes = Axes.X; RelativeSizeAxes = Axes.X;
AutoSizeAxes = Axes.Y; AutoSizeAxes = Axes.Y;
Padding = new MarginPadding { Top = 3, Bottom = 3 }; Padding = new MarginPadding { Top = 3, Bottom = 3 };
}
FillFlowContainer<OsuSpriteText> textContainer = new FillFlowContainer<OsuSpriteText> [BackgroundDependencyLoader]
{ private void load(OsuColour colours, LocalisationEngine localisation)
RelativeSizeAxes = Axes.X, {
AutoSizeAxes = Axes.Y, BeatmapMetadata metadata = BeatmapSetInfo.Metadata;
Padding = new MarginPadding { Left = 20 },
Spacing = new Vector2(5f, 0f),
};
Children = new Drawable[] Children = new Drawable[]
{ {
icon = new TextAwesome handle = new TextAwesome
{ {
Anchor = Anchor.TopLeft, Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft, Origin = Anchor.TopLeft,
TextSize = 12, TextSize = 12,
Colour = colours.Gray5,
Icon = FontAwesome.fa_bars, Icon = FontAwesome.fa_bars,
Alpha = 0f, Alpha = 0f,
Margin = new MarginPadding { Left = 5 }, Margin = new MarginPadding { Left = 5 },
Padding = new MarginPadding { Top = 2 }, Padding = new MarginPadding { Top = 2 },
}, },
textContainer, new FillFlowContainer<OsuSpriteText>
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Padding = new MarginPadding { Left = 20 },
Spacing = new Vector2(5f, 0f),
Children = new []
{
title = new OsuSpriteText
{
TextSize = 16,
Font = @"Exo2.0-Regular",
Current = localisation.GetUnicodePreference(metadata.TitleUnicode, metadata.Title),
},
new OsuSpriteText
{
TextSize = 14,
Font = @"Exo2.0-Bold",
Colour = colours.Gray9,
Padding = new MarginPadding { Top = 1 },
Current = localisation.GetUnicodePreference(metadata.ArtistUnicode, metadata.Artist),
}
}
},
}; };
textContainer.Add(title = splitText(BeatmapSetInfo.Metadata.Title, 16, @"Exo2.0-Regular", new MarginPadding(0))); hoverColour = colours.Yellow;
textContainer.Add(artist = splitText(BeatmapSetInfo.Metadata.Artist, 14, @"Exo2.0-Bold", new MarginPadding { Top = 1 }));
}
private IEnumerable<OsuSpriteText> splitText(string text, int textSize, string font, MarginPadding padding)
{
List<OsuSpriteText> sprites = new List<OsuSpriteText>();
foreach (string w in text.Split(' '))
{
sprites.Add(new OsuSpriteText
{
TextSize = textSize,
Font = font,
Text = w,
Padding = padding,
});
}
return sprites;
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
foreach (OsuSpriteText t in artist)
t.Colour = colours.Gray9;
icon.Colour = colours.Gray5;
currentColour = colours.Yellow;
} }
protected override bool OnHover(Framework.Input.InputState state) protected override bool OnHover(Framework.Input.InputState state)
{ {
icon.FadeIn(fade_duration); handle.FadeIn(fade_duration);
return base.OnHover(state); return base.OnHover(state);
} }
protected override void OnHoverLost(Framework.Input.InputState state) protected override void OnHoverLost(Framework.Input.InputState state)
{ {
icon.FadeOut(fade_duration); handle.FadeOut(fade_duration);
} }
protected override bool OnClick(Framework.Input.InputState state) protected override bool OnClick(Framework.Input.InputState state)