osu/osu.Game/Beatmaps/Drawables/BeatmapGroup.cs
2017-01-30 13:35:40 +09:00

116 lines
3.8 KiB
C#

//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Transformations;
using osu.Game.Database;
namespace osu.Game.Beatmaps.Drawables
{
class BeatmapGroup : IStateful<BeatmapGroupState>
{
public BeatmapPanel SelectedPanel;
/// <summary>
/// Fires when one of our difficulties was selected. Will fire on first expand.
/// </summary>
public Action<BeatmapGroup, BeatmapInfo> SelectionChanged;
/// <summary>
/// Fires when one of our difficulties is clicked when already selected. Should start playing the map.
/// </summary>
public Action<BeatmapInfo> StartRequested;
public BeatmapSetHeader Header;
private BeatmapGroupState state;
public List<BeatmapPanel> BeatmapPanels;
public BeatmapGroupState State
{
get { return state; }
set
{
state = value;
switch (state)
{
case BeatmapGroupState.Expanded:
foreach (BeatmapPanel panel in BeatmapPanels)
panel.FadeIn(250);
Header.State = PanelSelectedState.Selected;
if (SelectedPanel != null)
SelectedPanel.State = PanelSelectedState.Selected;
break;
case BeatmapGroupState.Collapsed:
Header.State = PanelSelectedState.NotSelected;
if (SelectedPanel != null)
SelectedPanel.State = PanelSelectedState.NotSelected;
foreach (BeatmapPanel panel in BeatmapPanels)
panel.FadeOut(300, EasingTypes.OutQuint);
break;
}
}
}
public BeatmapGroup(WorkingBeatmap beatmap, BeatmapSetInfo set = null)
{
Header = new BeatmapSetHeader(beatmap)
{
GainedSelection = headerGainedSelection,
RelativeSizeAxes = Axes.X,
};
BeatmapPanels = beatmap.BeatmapSetInfo.Beatmaps.Select(b => new BeatmapPanel(b)
{
Alpha = 0,
GainedSelection = panelGainedSelection,
StartRequested = p => { StartRequested?.Invoke(p.Beatmap); },
RelativeSizeAxes = Axes.X,
}).ToList();
Header.AddDifficultyIcons(BeatmapPanels);
}
private void headerGainedSelection(BeatmapSetHeader panel)
{
State = BeatmapGroupState.Expanded;
//we want to make sure one of our children is selected in the case none have been selected yet.
if (SelectedPanel == null)
BeatmapPanels.First().State = PanelSelectedState.Selected;
else
SelectionChanged?.Invoke(this, SelectedPanel.Beatmap);
}
private void panelGainedSelection(BeatmapPanel panel)
{
try
{
if (SelectedPanel == panel) return;
if (SelectedPanel != null)
SelectedPanel.State = PanelSelectedState.NotSelected;
SelectedPanel = panel;
}
finally
{
State = BeatmapGroupState.Expanded;
SelectionChanged?.Invoke(this, panel.Beatmap);
}
}
}
public enum BeatmapGroupState
{
Collapsed,
Expanded,
}
}