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Merge branch 'master' into update-framework
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@ -1,19 +1,29 @@
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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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#nullable disable
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using System.Collections.Generic;
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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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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.Localisation;
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using osu.Game.Graphics.Backgrounds;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Overlays;
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using osuTK.Graphics;
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namespace osu.Game.Graphics.UserInterfaceV2
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{
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public partial class RoundedButton : OsuButton, IFilterable
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{
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protected TrianglesV2? Triangles { get; private set; }
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protected override float HoverLayerFinalAlpha => 0;
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private Color4? triangleGradientSecondColour;
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public override float Height
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{
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get => base.Height;
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@ -26,19 +36,65 @@ namespace osu.Game.Graphics.UserInterfaceV2
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}
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}
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[BackgroundDependencyLoader(true)]
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private void load(OsuColour colours)
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public override Color4 BackgroundColour
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{
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// According to flyte, buttons are supposed to have explicit colours for now.
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// Not sure this is the correct direction, but we haven't decided on an `OverlayColourProvider` stand-in yet.
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// This is a better default. See `SettingsButton` for an override which uses `OverlayColourProvider`.
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DefaultBackgroundColour = colours.Blue3;
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get => base.BackgroundColour;
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set
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{
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base.BackgroundColour = value;
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triangleGradientSecondColour = BackgroundColour.Lighten(0.2f);
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updateColours();
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}
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}
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[BackgroundDependencyLoader(true)]
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private void load(OverlayColourProvider? overlayColourProvider, OsuColour colours)
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{
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// Many buttons have local colours, but this provides a sane default for all other cases.
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DefaultBackgroundColour = overlayColourProvider?.Colour3 ?? colours.Blue3;
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triangleGradientSecondColour ??= overlayColourProvider?.Colour1 ?? colours.Blue3.Lighten(0.2f);
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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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updateCornerRadius();
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Add(Triangles = new TrianglesV2
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{
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Thickness = 0.02f,
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SpawnRatio = 0.6f,
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RelativeSizeAxes = Axes.Both,
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Depth = float.MaxValue,
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});
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updateColours();
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}
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private void updateColours()
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{
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if (Triangles == null)
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return;
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Debug.Assert(triangleGradientSecondColour != null);
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Triangles.ColourTop = triangleGradientSecondColour.Value;
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Triangles.ColourBottom = BackgroundColour;
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}
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protected override bool OnHover(HoverEvent e)
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{
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Debug.Assert(triangleGradientSecondColour != null);
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Background.FadeColour(triangleGradientSecondColour.Value, 300, Easing.OutQuint);
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return base.OnHover(e);
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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Background.FadeColour(BackgroundColour, 300, Easing.OutQuint);
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base.OnHoverLost(e);
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}
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private void updateCornerRadius() => Content.CornerRadius = DrawHeight / 2;
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