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Abstractify expansion logic from ExpandingButtonContainer
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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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// 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 osu.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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using osu.Framework.Testing;
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using osu.Framework.Threading;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Graphics.UserInterface;
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using osuTK;
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namespace osu.Game.Overlays
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namespace osu.Game.Overlays
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{
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{
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public abstract class ExpandingButtonContainer : Container, IStateful<ExpandedState>
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/// <summary>
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/// An <see cref="ExpandingControlContainer{TControl}"/> with a long hover expansion delay for buttons.
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/// </summary>
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/// <remarks>
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/// Mostly used for buttons with explanatory labels, in which the label would display after a "long hover".
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/// </remarks>
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public class ExpandingButtonContainer : ExpandingControlContainer<OsuButton>
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{
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{
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private readonly float contractedWidth;
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private readonly float expandedWidth;
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public event Action<ExpandedState> StateChanged;
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protected override Container<Drawable> Content => FillFlow;
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protected FillFlowContainer FillFlow { get; }
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protected ExpandingButtonContainer(float contractedWidth, float expandedWidth)
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protected ExpandingButtonContainer(float contractedWidth, float expandedWidth)
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: base(contractedWidth, expandedWidth)
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{
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{
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this.contractedWidth = contractedWidth;
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this.expandedWidth = expandedWidth;
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RelativeSizeAxes = Axes.Y;
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Width = contractedWidth;
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InternalChildren = new Drawable[]
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{
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new SidebarScrollContainer
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{
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Children = new[]
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{
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FillFlow = new FillFlowContainer
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{
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Origin = Anchor.CentreLeft,
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Anchor = Anchor.CentreLeft,
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AutoSizeAxes = Axes.Y,
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RelativeSizeAxes = Axes.X,
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Direction = FillDirection.Vertical,
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}
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}
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},
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};
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}
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}
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private ScheduledDelegate expandEvent;
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protected override double HoverExpansionDelay => 750;
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private ExpandedState state;
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protected override bool OnHover(HoverEvent e)
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{
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queueExpandIfHovering();
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return true;
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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expandEvent?.Cancel();
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hoveredButton = null;
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State = ExpandedState.Contracted;
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base.OnHoverLost(e);
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}
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protected override bool OnMouseMove(MouseMoveEvent e)
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{
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queueExpandIfHovering();
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return base.OnMouseMove(e);
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}
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private class SidebarScrollContainer : OsuScrollContainer
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{
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public SidebarScrollContainer()
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{
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RelativeSizeAxes = Axes.Both;
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ScrollbarVisible = false;
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}
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}
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public ExpandedState State
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{
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get => state;
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set
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{
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expandEvent?.Cancel();
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if (state == value) return;
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state = value;
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switch (state)
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{
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default:
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this.ResizeTo(new Vector2(contractedWidth, Height), 500, Easing.OutQuint);
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break;
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case ExpandedState.Expanded:
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this.ResizeTo(new Vector2(expandedWidth, Height), 500, Easing.OutQuint);
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break;
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}
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StateChanged?.Invoke(State);
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}
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}
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private Drawable hoveredButton;
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private void queueExpandIfHovering()
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{
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// if the same button is hovered, let the scheduled expand play out..
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if (hoveredButton?.IsHovered == true)
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return;
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// ..otherwise check whether a new button is hovered, and if so, queue a new hover operation.
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// usually we wouldn't use ChildrenOfType in implementations, but this is the simplest way
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// to handle cases like the editor where the buttons may be nested within a child hierarchy.
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hoveredButton = FillFlow.ChildrenOfType<OsuButton>().FirstOrDefault(c => c.IsHovered);
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expandEvent?.Cancel();
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if (hoveredButton?.IsHovered == true && State != ExpandedState.Expanded)
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expandEvent = Scheduler.AddDelayed(() => State = ExpandedState.Expanded, 750);
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}
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}
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public enum ExpandedState
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{
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Contracted,
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Expanded,
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}
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}
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}
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}
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124
osu.Game/Overlays/ExpandingControlContainer.cs
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124
osu.Game/Overlays/ExpandingControlContainer.cs
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@ -0,0 +1,124 @@
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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.Linq;
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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.Input.Events;
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using osu.Framework.Testing;
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using osu.Framework.Threading;
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using osu.Game.Graphics.Containers;
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using osu.Game.Overlays.Settings;
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namespace osu.Game.Overlays
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{
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/// <summary>
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/// Represents a <see cref="Container"/> with the ability to expand/contract when hovering the controls within it.
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/// </summary>
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/// <typeparam name="TControl">The type of UI control to lookup for hover expansion.</typeparam>
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public class ExpandingControlContainer<TControl> : Container, IExpandingContainer
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where TControl : class, IDrawable
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{
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private readonly float contractedWidth;
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private readonly float expandedWidth;
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public BindableBool Expanded { get; } = new BindableBool();
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/// <summary>
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/// Delay before the container switches to expanded state from hover.
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/// </summary>
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protected virtual double HoverExpansionDelay => 0;
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protected override Container<Drawable> Content => FillFlow;
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protected FillFlowContainer FillFlow { get; }
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protected ExpandingControlContainer(float contractedWidth, float expandedWidth)
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{
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this.contractedWidth = contractedWidth;
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this.expandedWidth = expandedWidth;
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RelativeSizeAxes = Axes.Y;
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Width = contractedWidth;
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InternalChild = new OsuScrollContainer
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{
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RelativeSizeAxes = Axes.Both,
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ScrollbarVisible = false,
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Child = FillFlow = new FillFlowContainer
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{
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Origin = Anchor.CentreLeft,
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Anchor = Anchor.CentreLeft,
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Direction = FillDirection.Vertical,
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},
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};
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}
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private ScheduledDelegate hoverExpandEvent;
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private TControl activeControl;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Expanded.BindValueChanged(v =>
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{
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this.ResizeWidthTo(v.NewValue ? expandedWidth : contractedWidth, 500, Easing.OutQuint);
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}, true);
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}
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protected override void Update()
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{
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base.Update();
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// if the container was expanded from hovering over a control, we have to check per-frame whether we can contract it back.
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// that's because contracting the container depends not only on whether it's no longer hovered,
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// but also on whether the hovered control is no longer in a dragged state (if it was).
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if (hoverExpandEvent != null && !IsHovered && (activeControl == null || !isControlActive(activeControl)))
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{
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hoverExpandEvent?.Cancel();
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Expanded.Value = false;
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hoverExpandEvent = null;
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activeControl = null;
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}
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}
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protected override bool OnHover(HoverEvent e)
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{
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queueExpandIfHovering();
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return true;
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}
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protected override bool OnMouseMove(MouseMoveEvent e)
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{
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queueExpandIfHovering();
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return base.OnMouseMove(e);
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}
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private void queueExpandIfHovering()
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{
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// if the same control is hovered or dragged, let the scheduled expand play out..
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if (activeControl != null && isControlActive(activeControl))
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return;
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// ..otherwise check whether a new control is hovered, and if so, queue a new hover operation.
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hoverExpandEvent?.Cancel();
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// usually we wouldn't use ChildrenOfType in implementations, but this is the simplest way
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// to handle cases like the editor where the controls may be nested within a child hierarchy.
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activeControl = FillFlow.ChildrenOfType<TControl>().FirstOrDefault(isControlActive);
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if (activeControl != null && !Expanded.Value)
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hoverExpandEvent = Scheduler.AddDelayed(() => Expanded.Value = true, HoverExpansionDelay);
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}
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/// <summary>
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/// Whether the given control is currently active, by checking whether it's hovered or dragged.
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/// </summary>
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private bool isControlActive(TControl control) => control.IsHovered || control.IsDragged;
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}
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}
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16
osu.Game/Overlays/IExpandingContainer.cs
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16
osu.Game/Overlays/IExpandingContainer.cs
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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.Graphics.Containers;
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namespace osu.Game.Overlays
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{
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/// <summary>
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/// A target expanding container that should be resolved by children <see cref="IExpandable"/>s to propagate state changes.
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/// </summary>
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[Cached(typeof(IExpandingContainer))]
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public interface IExpandingContainer : IContainer, IExpandable
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{
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}
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}
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@ -265,7 +265,7 @@ namespace osu.Game.Overlays
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return;
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return;
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SectionsContainer.ScrollTo(section);
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SectionsContainer.ScrollTo(section);
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Sidebar.State = ExpandedState.Contracted;
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Sidebar.Expanded.Value = false;
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},
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},
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};
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};
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}
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}
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