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# Conflicts: # osu.Game.Rulesets.Catch/Judgements/CatchDropletJudgement.cs # osu.Game.Rulesets.Catch/Judgements/CatchJudgement.cs # osu.Game.Rulesets.Mania/Scoring/ManiaScoreProcessor.cs # osu.Game.Rulesets.Osu/Replays/OsuAutoGenerator.cs # osu.Game.Rulesets.Osu/UI/Cursor/CursorTrail.cs # osu.Game.Tests/Visual/SongSelect/TestCaseBeatmapScoresContainer.cs # osu.Game/Graphics/OsuFont.cs # osu.Game/Online/API/Requests/Responses/APILegacyScoreInfo.cs # osu.Game/Overlays/Profile/Header/BadgeContainer.cs # osu.Game/Overlays/Profile/ProfileHeader.cs # osu.Game/Screens/Select/PlaySongSelect.cs # osu.Game/Skinning/LegacySkinDecoder.cs
122 lines
4.3 KiB
C#
122 lines
4.3 KiB
C#
// 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.Graphics;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.Chat;
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using osuTK;
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using System;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Sprites;
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namespace osu.Game.Overlays.Chat.Tabs
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{
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public class ChannelTabControl : OsuTabControl<Channel>
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{
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public static readonly float SHEAR_WIDTH = 10;
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public Action<Channel> OnRequestLeave;
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public readonly Bindable<bool> ChannelSelectorActive = new Bindable<bool>();
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private readonly ChannelSelectorTabItem selectorTab;
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public ChannelTabControl()
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{
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TabContainer.Margin = new MarginPadding { Left = 50 };
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TabContainer.Spacing = new Vector2(-SHEAR_WIDTH, 0);
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TabContainer.Masking = false;
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AddInternal(new SpriteIcon
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{
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Icon = FontAwesome.Solid.Comments,
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Size = new Vector2(20),
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Margin = new MarginPadding(10),
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});
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AddTabItem(selectorTab = new ChannelSelectorTabItem(new Channel { Name = "+" }));
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ChannelSelectorActive.BindTo(selectorTab.Active);
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}
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protected override void AddTabItem(TabItem<Channel> item, bool addToDropdown = true)
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{
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if (item != selectorTab && TabContainer.GetLayoutPosition(selectorTab) < float.MaxValue)
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// performTabSort might've made selectorTab's position wonky, fix it
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TabContainer.SetLayoutPosition(selectorTab, float.MaxValue);
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base.AddTabItem(item, addToDropdown);
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}
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protected override TabItem<Channel> CreateTabItem(Channel value)
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{
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switch (value.Type)
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{
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default:
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return new ChannelTabItem(value) { OnRequestClose = tabCloseRequested };
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case ChannelType.PM:
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return new PrivateChannelTabItem(value) { OnRequestClose = tabCloseRequested };
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}
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}
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/// <summary>
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/// Adds a channel to the ChannelTabControl.
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/// The first channel added will automaticly selected.
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/// </summary>
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/// <param name="channel">The channel that is going to be added.</param>
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public void AddChannel(Channel channel)
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{
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if (!Items.Contains(channel))
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AddItem(channel);
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if (Current.Value == null)
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Current.Value = channel;
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}
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/// <summary>
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/// Removes a channel from the ChannelTabControl.
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/// If the selected channel is the one that is beeing removed, the next available channel will be selected.
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/// </summary>
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/// <param name="channel">The channel that is going to be removed.</param>
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public void RemoveChannel(Channel channel)
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{
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RemoveItem(channel);
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if (Current.Value == channel)
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Current.Value = Items.FirstOrDefault();
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}
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protected override void SelectTab(TabItem<Channel> tab)
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{
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if (tab is ChannelSelectorTabItem)
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{
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tab.Active.Value = true;
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return;
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}
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base.SelectTab(tab);
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selectorTab.Active.Value = false;
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}
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private void tabCloseRequested(TabItem<Channel> tab)
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{
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int totalTabs = TabContainer.Count - 1; // account for selectorTab
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int currentIndex = MathHelper.Clamp(TabContainer.IndexOf(tab), 1, totalTabs);
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if (tab == SelectedTab && totalTabs > 1)
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// Select the tab after tab-to-be-removed's index, or the tab before if current == last
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SelectTab(TabContainer[currentIndex == totalTabs ? currentIndex - 1 : currentIndex + 1]);
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else if (totalTabs == 1 && !selectorTab.Active.Value)
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// Open channel selection overlay if all channel tabs will be closed after removing this tab
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SelectTab(selectorTab);
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OnRequestLeave?.Invoke(tab.Value);
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}
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}
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}
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