osu/osu.Game/Overlays/Mods/ModControlSection.cs
Dean Herbert 440a8470e1 Move available mods to global context
This also tidies up ModSelectOverlay and setting creation flow in general.
2019-12-13 21:36:50 +09:00

55 lines
1.5 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Rulesets.Mods;
using osuTK;
namespace osu.Game.Overlays.Mods
{
public class ModControlSection : CompositeDrawable
{
protected FillFlowContainer FlowContent;
public readonly Mod Mod;
public ModControlSection(Mod mod, IEnumerable<Drawable> modControls)
{
Mod = mod;
RelativeSizeAxes = Axes.X;
AutoSizeAxes = Axes.Y;
FlowContent = new FillFlowContainer
{
Margin = new MarginPadding { Top = 30 },
Spacing = new Vector2(0, 5),
Direction = FillDirection.Vertical,
AutoSizeAxes = Axes.Y,
RelativeSizeAxes = Axes.X,
ChildrenEnumerable = modControls
};
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
AddRangeInternal(new Drawable[]
{
new OsuSpriteText
{
Text = Mod.Name,
Font = OsuFont.GetFont(weight: FontWeight.Bold),
Colour = colours.Yellow,
},
FlowContent
});
}
}
}