osukey/osu.Game/Overlays/Settings/SettingsItem.cs
2017-10-21 12:44:47 +10:30

166 lines
5.2 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using osu.Framework.Allocation;
using OpenTK.Graphics;
using osu.Framework.Configuration;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
namespace osu.Game.Overlays.Settings
{
public abstract class SettingsItem<T> : Container, IFilterable
{
protected abstract Drawable CreateControl();
protected Drawable Control { get; }
private IHasCurrentValue<T> controlWithCurrent => Control as IHasCurrentValue<T>;
protected override Container<Drawable> Content => FlowContent;
protected readonly FillFlowContainer FlowContent;
private SpriteText text;
private readonly SettingsItemDefaultIndicator<T> defaultIndicator = new SettingsItemDefaultIndicator<T>();
public bool ShowsDefaultIndicator = true;
public virtual string LabelText
{
get { return text?.Text ?? string.Empty; }
set
{
if (text == null)
{
// construct lazily for cases where the label is not needed (may be provided by the Control).
Add(text = new OsuSpriteText { Depth = 1 });
}
text.Text = value;
}
}
// hold a reference to the provided bindable so we don't have to in every settings section.
private Bindable<T> bindable;
public virtual Bindable<T> Bindable
{
get
{
return bindable;
}
set
{
bindable = value;
controlWithCurrent?.Current.BindTo(bindable);
if (ShowsDefaultIndicator)
{
defaultIndicator.Bindable.BindTo(bindable);
defaultIndicator.Bindable.TriggerChange();
}
}
}
public IEnumerable<string> FilterTerms => new[] { LabelText };
public bool MatchingFilter
{
set
{
// probably needs a better transition.
this.FadeTo(value ? 1 : 0);
}
}
protected SettingsItem()
{
RelativeSizeAxes = Axes.X;
AutoSizeAxes = Axes.Y;
Padding = new MarginPadding { Right = SettingsOverlay.CONTENT_MARGINS };
FlowContent = new FillFlowContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Padding = new MarginPadding { Left = SettingsOverlay.CONTENT_MARGINS, Right = 5 },
};
if ((Control = CreateControl()) != null)
{
if (controlWithCurrent != null)
controlWithCurrent.Current.DisabledChanged += disabled => { Colour = disabled ? Color4.Gray : Color4.White; };
FlowContent.Add(Control);
}
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
AddInternal(FlowContent);
if (defaultIndicator != null)
{
defaultIndicator.Colour = ColourInfo.GradientHorizontal(colours.Yellow.Opacity(0.8f), colours.Yellow.Opacity(0));
defaultIndicator.Alpha = 0f;
AddInternal(defaultIndicator);
}
}
private class SettingsItemDefaultIndicator<T> : Box
{
internal readonly Bindable<T> Bindable = new Bindable<T>();
private bool hovering;
public SettingsItemDefaultIndicator()
{
Bindable.ValueChanged += value => updateAlpha();
RelativeSizeAxes = Axes.Y;
Width = SettingsOverlay.CONTENT_MARGINS;
Alpha = 0f;
}
public override bool HandleInput => true;
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args) => true;
protected override bool OnMouseUp(InputState state, MouseUpEventArgs args) => true;
protected override bool OnClick(InputState state)
{
Bindable.SetDefault();
return true;
}
protected override bool OnHover(InputState state)
{
hovering = true;
updateAlpha();
return true;
}
protected override void OnHoverLost(InputState state)
{
hovering = false;
updateAlpha();
}
private void updateAlpha() =>
Alpha = Bindable.IsDefault ? 0f : hovering ? 1f : 0.5f;
}
}
}