osukey/osu.Game/GameModes/Play/BeatmapGroup.cs
2016-10-24 11:39:18 -04:00

81 lines
2.6 KiB
C#

//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Game.Beatmaps;
using osu.Game.GameModes.Backgrounds;
using osu.Framework;
using osu.Game.Database;
using osu.Framework.Graphics.Primitives;
using OpenTK;
using System.Linq;
using osu.Framework.Graphics.Drawables;
using osu.Framework.Graphics.Transformations;
using osu.Framework.Input;
using OpenTK.Graphics;
namespace osu.Game.GameModes.Play
{
class BeatmapGroup : FlowContainer
{
public event Action<BeatmapSet> SetSelected;
public event Action<BeatmapSet, Beatmap> BeatmapSelected;
public BeatmapSet BeatmapSet;
private FlowContainer difficulties;
private bool collapsed;
public bool Collapsed
{
get { return collapsed; }
set
{
if (collapsed == value)
return;
collapsed = value;
this.ClearTransformations();
const float collapsedAlpha = 0.75f;
const float uncollapsedAlpha = 1;
Transforms.Add(new TransformAlpha(Clock)
{
StartValue = collapsed ? uncollapsedAlpha : collapsedAlpha,
EndValue = collapsed ? collapsedAlpha : uncollapsedAlpha,
StartTime = Time,
EndTime = Time + 250,
});
if (collapsed)
Remove(difficulties);
else
Add(difficulties);
}
}
public BeatmapGroup(BeatmapSet beatmapSet)
{
BeatmapSet = beatmapSet;
Direction = FlowDirection.VerticalOnly;
Children = new Drawable[]
{
new SpriteText { Text = this.BeatmapSet.Metadata.Title, TextSize = 25 },
};
difficulties = new FlowContainer // Deliberately not added to children
{
Spacing = new Vector2(0, 10),
Padding = new MarginPadding { Left = 50 },
Direction = FlowDirection.VerticalOnly,
Children = this.BeatmapSet.Beatmaps.Select(b => new BeatmapButton(this.BeatmapSet, b))
};
collapsed = true;
}
protected override bool OnClick(InputState state)
{
SetSelected?.Invoke(BeatmapSet);
return true;
}
}
}