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https://github.com/ppy/osu
synced 2025-01-05 05:39:49 +00:00
Update design of "revert to default" button
I keep getting feedback that the old design looked like anything *but* a button to revert defaults. Including people clicking it expecting opposite behaviour. This is intended to be a temporary design until we get the full new UI components online (where this is moved to the right-hand-side).
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@ -1,15 +1,12 @@
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// 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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#nullable disable
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Graphics;
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using osu.Game.Overlays;
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using osuTK;
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@ -17,11 +14,11 @@ namespace osu.Game.Tests.Visual.Settings
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{
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public partial class TestSceneRevertToDefaultButton : OsuTestScene
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{
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[Resolved]
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private OsuColour colours { get; set; }
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private float scale = 1;
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[Cached]
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private OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Purple);
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private readonly Bindable<float> current = new Bindable<float>
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{
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Default = default,
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@ -31,7 +28,7 @@ namespace osu.Game.Tests.Visual.Settings
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[Test]
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public void TestBasic()
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{
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RevertToDefaultButton<float> revertToDefaultButton = null;
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RevertToDefaultButton<float> revertToDefaultButton = null!;
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AddStep("create button", () => Child = new Container
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{
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@ -41,7 +38,7 @@ namespace osu.Game.Tests.Visual.Settings
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = colours.GreySeaFoam
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Colour = colourProvider.Background2,
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},
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revertToDefaultButton = new RevertToDefaultButton<float>
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{
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@ -1,24 +1,20 @@
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// 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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#nullable disable
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Extensions.LocalisationExtensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input.Events;
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using osu.Framework.Localisation;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.UserInterface;
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using osuTK;
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using osu.Game.Localisation;
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using osuTK;
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namespace osu.Game.Overlays
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{
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@ -31,11 +27,17 @@ namespace osu.Game.Overlays
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// this is intentionally not using BindableWithCurrent, as it can use the wrong IsDefault implementation when passed a BindableNumber.
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// using GetBoundCopy() ensures that the received bindable is of the exact same type as the source bindable and uses the proper IsDefault implementation.
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private Bindable<T> current;
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private Bindable<T>? current;
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private SpriteIcon icon = null!;
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private Circle circle = null!;
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[Resolved]
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private OverlayColourProvider colours { get; set; } = null!;
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public Bindable<T> Current
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{
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get => current;
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get => current.AsNonNull();
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set
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{
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current?.UnbindAll();
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@ -50,43 +52,37 @@ namespace osu.Game.Overlays
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}
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}
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[Resolved]
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private OsuColour colours { get; set; }
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private const float size = 4;
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private CircularContainer circle = null!;
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private Box background = null!;
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public RevertToDefaultButton()
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: base(HoverSampleSet.Button)
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{
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colour)
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private void load()
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{
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// size intentionally much larger than actual drawn content, so that the button is easier to click.
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Size = new Vector2(3 * size);
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Size = new Vector2(14);
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Add(circle = new CircularContainer
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AddRange(new Drawable[]
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(size),
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Masking = true,
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Child = background = new Box
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circle = new Circle
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Colour = colour.Lime1
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},
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icon = new SpriteIcon
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{
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Icon = FontAwesome.Solid.Undo,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(8),
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}
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});
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Alpha = 0f;
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Action += () =>
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{
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if (!current.Disabled)
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if (current?.Disabled == false)
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current.SetDefault();
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};
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}
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@ -120,28 +116,25 @@ namespace osu.Game.Overlays
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if (current == null)
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return;
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Enabled.Value = !Current.Disabled;
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Enabled.Value = !current.Disabled;
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if (!Current.Disabled)
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this.FadeTo(current.Disabled ? 0.2f : (Current.IsDefault ? 0 : 1), fade_duration, Easing.OutQuint);
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if (IsHovered && Enabled.Value)
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{
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this.FadeTo(Current.IsDefault ? 0 : 1, fade_duration, Easing.OutQuint);
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background.FadeColour(IsHovered ? colours.Lime0 : colours.Lime1, fade_duration, Easing.OutQuint);
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circle.TweenEdgeEffectTo(new EdgeEffectParameters
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{
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Colour = (IsHovered ? colours.Lime1 : colours.Lime3).Opacity(0.4f),
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Radius = IsHovered ? 8 : 4,
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Type = EdgeEffectType.Glow
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}, fade_duration, Easing.OutQuint);
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icon.RotateTo(-40, 500, Easing.OutQuint);
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icon.FadeColour(colours.Light1, 300, Easing.OutQuint);
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circle.FadeColour(colours.Background2, 300, Easing.OutQuint);
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this.ScaleTo(1.2f, 300, Easing.OutQuint);
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}
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else
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{
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background.FadeColour(colours.Lime3, fade_duration, Easing.OutQuint);
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circle.TweenEdgeEffectTo(new EdgeEffectParameters
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{
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Colour = colours.Lime3.Opacity(0.1f),
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Radius = 2,
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Type = EdgeEffectType.Glow
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}, fade_duration, Easing.OutQuint);
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icon.RotateTo(0, 100, Easing.OutQuint);
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icon.FadeColour(colours.Colour0, 100, Easing.OutQuint);
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circle.FadeColour(colours.Background3, 100, Easing.OutQuint);
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this.ScaleTo(1f, 100, Easing.OutQuint);
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}
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}
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}
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