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https://github.com/ppy/osu
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Merge pull request #16951 from bdach/mod-overlay/switches
Implement mod switches for new mod select design
This commit is contained in:
commit
99045c6ac8
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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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using System;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Game.Overlays;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Catch;
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using osu.Game.Rulesets.Mania;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Taiko;
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using osu.Game.Rulesets.UI;
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using osuTK;
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namespace osu.Game.Tests.Visual.UserInterface
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{
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[TestFixture]
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public class TestSceneModSwitchSmall : OsuTestScene
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{
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[Test]
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public void TestOsu() => createSwitchTestFor(new OsuRuleset());
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[Test]
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public void TestTaiko() => createSwitchTestFor(new TaikoRuleset());
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[Test]
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public void TestCatch() => createSwitchTestFor(new CatchRuleset());
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[Test]
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public void TestMania() => createSwitchTestFor(new ManiaRuleset());
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private void createSwitchTestFor(Ruleset ruleset)
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{
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AddStep("no colour scheme", () => Child = createContent(ruleset, null));
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foreach (var scheme in Enum.GetValues(typeof(OverlayColourScheme)).Cast<OverlayColourScheme>())
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{
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AddStep($"{scheme} colour scheme", () => Child = createContent(ruleset, scheme));
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}
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AddToggleStep("toggle active", active => this.ChildrenOfType<ModSwitchTiny>().ForEach(s => s.Active.Value = active));
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}
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private static Drawable createContent(Ruleset ruleset, OverlayColourScheme? colourScheme)
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{
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var switchFlow = new FillFlowContainer
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{
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RelativeSizeAxes = Axes.Both,
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Direction = FillDirection.Vertical,
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Spacing = new Vector2(10),
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Padding = new MarginPadding(20),
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ChildrenEnumerable = ruleset.CreateAllMods()
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.GroupBy(mod => mod.Type)
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.Select(group => new FillFlowContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Direction = FillDirection.Full,
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Spacing = new Vector2(5),
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ChildrenEnumerable = group.Select(mod => new ModSwitchSmall(mod))
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})
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};
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if (colourScheme != null)
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{
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return new DependencyProvidingContainer
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{
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RelativeSizeAxes = Axes.Both,
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CachedDependencies = new (Type, object)[]
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{
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(typeof(OverlayColourProvider), new OverlayColourProvider(colourScheme.Value))
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},
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Child = switchFlow
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};
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}
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return switchFlow;
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}
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}
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}
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@ -0,0 +1,85 @@
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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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using System;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Game.Overlays;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Catch;
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using osu.Game.Rulesets.Mania;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Taiko;
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using osu.Game.Rulesets.UI;
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using osuTK;
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namespace osu.Game.Tests.Visual.UserInterface
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{
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[TestFixture]
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public class TestSceneModSwitchTiny : OsuTestScene
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{
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[Test]
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public void TestOsu() => createSwitchTestFor(new OsuRuleset());
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[Test]
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public void TestTaiko() => createSwitchTestFor(new TaikoRuleset());
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[Test]
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public void TestCatch() => createSwitchTestFor(new CatchRuleset());
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[Test]
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public void TestMania() => createSwitchTestFor(new ManiaRuleset());
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private void createSwitchTestFor(Ruleset ruleset)
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{
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AddStep("no colour scheme", () => Child = createContent(ruleset, null));
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foreach (var scheme in Enum.GetValues(typeof(OverlayColourScheme)).Cast<OverlayColourScheme>())
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{
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AddStep($"{scheme} colour scheme", () => Child = createContent(ruleset, scheme));
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}
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AddToggleStep("toggle active", active => this.ChildrenOfType<ModSwitchTiny>().ForEach(s => s.Active.Value = active));
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}
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private static Drawable createContent(Ruleset ruleset, OverlayColourScheme? colourScheme)
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{
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var switchFlow = new FillFlowContainer
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{
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RelativeSizeAxes = Axes.Both,
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Direction = FillDirection.Vertical,
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Spacing = new Vector2(10),
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Padding = new MarginPadding(20),
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ChildrenEnumerable = ruleset.CreateAllMods()
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.GroupBy(mod => mod.Type)
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.Select(group => new FillFlowContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Direction = FillDirection.Full,
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Spacing = new Vector2(5),
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ChildrenEnumerable = group.Select(mod => new ModSwitchTiny(mod))
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})
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};
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if (colourScheme != null)
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{
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return new DependencyProvidingContainer
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{
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RelativeSizeAxes = Axes.Both,
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CachedDependencies = new (Type, object)[]
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{
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(typeof(OverlayColourProvider), new OverlayColourProvider(colourScheme.Value))
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},
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Child = switchFlow
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};
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}
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return switchFlow;
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}
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}
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}
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@ -5,6 +5,7 @@ using System;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Game.Beatmaps;
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using osu.Game.Overlays;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Utils;
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@ -157,6 +158,36 @@ namespace osu.Game.Graphics
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}
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}
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/// <summary>
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/// Retrieves the main accent colour for a <see cref="ModType"/>.
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/// </summary>
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public Color4 ForModType(ModType modType)
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{
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switch (modType)
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{
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case ModType.Automation:
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return Blue1;
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case ModType.DifficultyIncrease:
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return Red1;
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case ModType.DifficultyReduction:
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return Lime1;
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case ModType.Conversion:
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return Purple1;
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case ModType.Fun:
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return Pink1;
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case ModType.System:
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return Gray7;
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default:
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throw new ArgumentOutOfRangeException(nameof(modType), modType, "Unknown mod type");
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}
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}
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/// <summary>
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/// Returns a foreground text colour that is supposed to contrast well with
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/// the supplied <paramref name="backgroundColour"/>.
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109
osu.Game/Rulesets/UI/ModSwitchSmall.cs
Normal file
109
osu.Game/Rulesets/UI/ModSwitchSmall.cs
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@ -0,0 +1,109 @@
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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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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.Sprites;
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using osu.Framework.Utils;
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using osu.Game.Graphics;
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using osu.Game.Overlays;
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using osu.Game.Rulesets.Mods;
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using osuTK;
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using osuTK.Graphics;
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#nullable enable
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namespace osu.Game.Rulesets.UI
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{
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public class ModSwitchSmall : CompositeDrawable
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{
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public BindableBool Active { get; } = new BindableBool();
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public const float DEFAULT_SIZE = 60;
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private readonly IMod mod;
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private readonly SpriteIcon background;
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private readonly SpriteIcon? modIcon;
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private Color4 activeForegroundColour;
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private Color4 inactiveForegroundColour;
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private Color4 activeBackgroundColour;
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private Color4 inactiveBackgroundColour;
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public ModSwitchSmall(IMod mod)
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{
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this.mod = mod;
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AutoSizeAxes = Axes.Both;
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FillFlowContainer contentFlow;
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ModSwitchTiny tinySwitch;
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InternalChildren = new Drawable[]
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{
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background = new SpriteIcon
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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(DEFAULT_SIZE),
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Icon = OsuIcon.ModBg
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},
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contentFlow = new FillFlowContainer
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{
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AutoSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Spacing = new Vector2(0, 4),
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Direction = FillDirection.Vertical,
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Child = tinySwitch = new ModSwitchTiny(mod)
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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Scale = new Vector2(0.6f),
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Active = { BindTarget = Active }
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}
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}
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};
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if (mod.Icon != null)
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{
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contentFlow.Insert(-1, modIcon = new SpriteIcon
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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Size = new Vector2(21),
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Icon = mod.Icon.Value
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});
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tinySwitch.Scale = new Vector2(0.3f);
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}
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}
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[BackgroundDependencyLoader(true)]
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private void load(OsuColour colours, OverlayColourProvider? colourProvider)
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{
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inactiveForegroundColour = colourProvider?.Background5 ?? colours.Gray3;
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activeForegroundColour = colours.ForModType(mod.Type);
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inactiveBackgroundColour = colourProvider?.Background2 ?? colours.Gray5;
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activeBackgroundColour = Interpolation.ValueAt<Colour4>(0.1f, Colour4.Black, activeForegroundColour, 0, 1);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Active.BindValueChanged(_ => updateState(), true);
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FinishTransforms(true);
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}
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private void updateState()
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{
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modIcon?.FadeColour(Active.Value ? activeForegroundColour : inactiveForegroundColour, 200, Easing.OutQuint);
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background.FadeColour(Active.Value ? activeBackgroundColour : inactiveBackgroundColour, 200, Easing.OutQuint);
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}
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}
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}
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93
osu.Game/Rulesets/UI/ModSwitchTiny.cs
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93
osu.Game/Rulesets/UI/ModSwitchTiny.cs
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@ -0,0 +1,93 @@
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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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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.Framework.Utils;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Overlays;
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using osu.Game.Rulesets.Mods;
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using osuTK;
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using osuTK.Graphics;
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#nullable enable
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namespace osu.Game.Rulesets.UI
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{
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public class ModSwitchTiny : CompositeDrawable
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{
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public BindableBool Active { get; } = new BindableBool();
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public const float DEFAULT_HEIGHT = 30;
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private readonly IMod mod;
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private readonly Box background;
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private readonly OsuSpriteText acronymText;
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private Color4 activeForegroundColour;
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private Color4 inactiveForegroundColour;
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private Color4 activeBackgroundColour;
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private Color4 inactiveBackgroundColour;
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public ModSwitchTiny(IMod mod)
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{
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this.mod = mod;
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Size = new Vector2(73, DEFAULT_HEIGHT);
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InternalChild = new CircularContainer
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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Children = new Drawable[]
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{
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background = new Box
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{
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RelativeSizeAxes = Axes.Both
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},
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acronymText = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Shadow = false,
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Font = OsuFont.Numeric.With(size: 24, weight: FontWeight.Black),
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Text = mod.Acronym,
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Margin = new MarginPadding
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{
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Top = 4
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}
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}
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}
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};
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}
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[BackgroundDependencyLoader(true)]
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private void load(OsuColour colours, OverlayColourProvider? colourProvider)
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{
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inactiveBackgroundColour = colourProvider?.Background5 ?? colours.Gray3;
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activeBackgroundColour = colours.ForModType(mod.Type);
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inactiveForegroundColour = colourProvider?.Background2 ?? colours.Gray5;
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activeForegroundColour = Interpolation.ValueAt<Colour4>(0.1f, Colour4.Black, activeForegroundColour, 0, 1);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Active.BindValueChanged(_ => updateState(), true);
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FinishTransforms(true);
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}
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private void updateState()
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{
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acronymText.FadeColour(Active.Value ? activeForegroundColour : inactiveForegroundColour, 200, Easing.OutQuint);
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background.FadeColour(Active.Value ? activeBackgroundColour : inactiveBackgroundColour, 200, Easing.OutQuint);
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}
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}
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}
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