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osu-lazer/osu.Game/GameModes/Menu/ButtonSystem.cs

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//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Transformations;
using osu.Framework.Input;
using osu.Game.Graphics;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Input;
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using osu.Framework;
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namespace osu.Game.GameModes.Menu
{
public partial class ButtonSystem : Container, IStateful<MenuState>
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{
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public Action OnEdit;
public Action OnExit;
public Action OnDirect;
public Action OnSolo;
public Action OnSettings;
public Action OnMulti;
public Action OnChart;
public Action OnTest;
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private FlowContainerWithOrigin buttonFlow;
//todo: make these non-internal somehow.
internal const float button_area_height = 100;
internal const float button_width = 140f;
internal const float wedge_width = 20;
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public const int EXIT_DELAY = 3000;
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private OsuLogo osuLogo;
private Drawable iconFacade;
private Container buttonArea;
private Box buttonAreaBackground;
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private Button backButton;
private Button settingsButton;
List<Button> buttonsTopLevel = new List<Button>();
List<Button> buttonsPlay = new List<Button>();
public ButtonSystem()
{
RelativeSizeAxes = Axes.Both;
}
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public override void Load(BaseGame game)
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{
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base.Load(game);
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Children = new Drawable[]
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{
buttonArea = new Container
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.X,
Size = new Vector2(1, button_area_height),
Alpha = 0,
Children = new Drawable[]
{
buttonAreaBackground = new Box
{
RelativeSizeAxes = Axes.Both,
Size = new Vector2(2, 1),
Colour = new Color4(50, 50, 50, 255),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
buttonFlow = new FlowContainerWithOrigin
{
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Direction = FlowDirection.HorizontalOnly,
Anchor = Anchor.Centre,
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Spacing = new Vector2(-wedge_width, 0),
Children = new Drawable[]
{
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settingsButton = new Button(@"settings", @"options", FontAwesome.gear, new Color4(85, 85, 85, 255), OnSettings, -wedge_width, Key.O),
backButton = new Button(@"back", @"back", FontAwesome.fa_osu_left_o, new Color4(51, 58, 94, 255), onBack, -wedge_width, Key.Escape),
iconFacade = new Container //need a container to make the osu! icon flow properly.
{
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Size = new Vector2(0, button_area_height)
}
},
CentreTarget = iconFacade
}
}
},
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osuLogo = new OsuLogo
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{
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Action = onOsuLogo,
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Origin = Anchor.Centre,
Anchor = Anchor.Centre
}
};
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buttonFlow.Position = new Vector2(wedge_width * 2 - (button_width + osuLogo.SizeForFlow / 4), 0);
buttonsPlay.Add(new Button(@"solo", @"freeplay", FontAwesome.user, new Color4(102, 68, 204, 255), OnSolo, wedge_width, Key.P));
buttonsPlay.Add(new Button(@"multi", @"multiplayer", FontAwesome.users, new Color4(94, 63, 186, 255), OnMulti, 0, Key.M));
buttonsPlay.Add(new Button(@"chart", @"charts", FontAwesome.fa_osu_charts, new Color4(80, 53, 160, 255), OnChart));
buttonsTopLevel.Add(new Button(@"play", @"play", FontAwesome.fa_osu_logo, new Color4(102, 68, 204, 255), onPlay, wedge_width, Key.P));
buttonsTopLevel.Add(new Button(@"osu!editor", @"edit", FontAwesome.fa_osu_edit_o, new Color4(238, 170, 0, 255), OnEdit, 0, Key.E));
buttonsTopLevel.Add(new Button(@"osu!direct", @"direct", FontAwesome.fa_osu_chevron_down_o, new Color4(165, 204, 0, 255), OnDirect, 0, Key.D));
buttonsTopLevel.Add(new Button(@"exit", @"exit", FontAwesome.fa_osu_cross_o, new Color4(238, 51, 153, 255), onExit, 0, Key.Q));
buttonFlow.Add(buttonsPlay);
buttonFlow.Add(buttonsTopLevel);
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}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
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switch (args.Key)
{
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case Key.Space:
osuLogo.TriggerClick(state);
return true;
case Key.Escape:
if (State == MenuState.Initial)
return false;
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State = MenuState.Initial;
return true;
}
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return true;
}
private void onPlay()
{
State = MenuState.Play;
}
private void onExit()
{
State = MenuState.Exit;
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OnExit?.Invoke();
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}
private void onBack()
{
State = MenuState.TopLevel;
}
private void onOsuLogo()
{
switch (state)
{
case MenuState.Initial:
//Game.Audio.PlaySamplePositional(@"menuhit");
State = MenuState.TopLevel;
return;
case MenuState.TopLevel:
buttonsTopLevel.First().TriggerMouseDown();
return;
case MenuState.Play:
buttonsPlay.First().TriggerMouseDown();
return;
}
}
MenuState state;
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public override bool HandleInput => state != MenuState.Exit;
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public MenuState State
{
get
{
return state;
}
set
{
if (state == value) return;
MenuState lastState = state;
state = value;
//todo: figure a more elegant way of doing this.
buttonsTopLevel.ForEach(b => b.ContractStyle = 0);
buttonsPlay.ForEach(b => b.ContractStyle = 0);
backButton.ContractStyle = 0;
settingsButton.ContractStyle = 0;
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switch (state)
{
case MenuState.Initial:
buttonAreaBackground.ScaleTo(Vector2.One, 500, EasingTypes.Out);
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buttonArea.FadeOut(500);
osuLogo.Delay(150);
osuLogo.MoveTo(Vector2.Zero, 800, EasingTypes.OutExpo);
osuLogo.ScaleTo(1, 800, EasingTypes.OutExpo);
foreach (Button b in buttonsTopLevel)
b.State = ButtonState.Contracted;
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foreach (Button b in buttonsPlay)
b.State = ButtonState.Contracted;
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break;
case MenuState.TopLevel:
buttonAreaBackground.ScaleTo(Vector2.One, 200, EasingTypes.Out);
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osuLogo.MoveTo(buttonFlow.Position, 200, EasingTypes.In);
osuLogo.ScaleTo(0.5f, 200, EasingTypes.In);
buttonArea.FadeIn(300);
if (lastState == MenuState.Initial)
//todo: this propagates to invisible children and causes delays later down the track (on first MenuState.Play)
buttonArea.Delay(150, true);
foreach (Button b in buttonsTopLevel)
b.State = ButtonState.Expanded;
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foreach (Button b in buttonsPlay)
b.State = ButtonState.Contracted;
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break;
case MenuState.Play:
foreach (Button b in buttonsTopLevel)
b.State = ButtonState.Exploded;
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foreach (Button b in buttonsPlay)
b.State = ButtonState.Expanded;
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break;
case MenuState.EnteringMode:
buttonAreaBackground.ScaleTo(new Vector2(2, 0), 300, EasingTypes.InSine);
buttonsTopLevel.ForEach(b => b.ContractStyle = 1);
buttonsPlay.ForEach(b => b.ContractStyle = 1);
backButton.ContractStyle = 1;
settingsButton.ContractStyle = 1;
foreach (Button b in buttonsTopLevel)
b.State = ButtonState.Contracted;
foreach (Button b in buttonsPlay)
b.State = ButtonState.Contracted;
break;
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case MenuState.Exit:
buttonArea.FadeOut(200);
foreach (Button b in buttonsTopLevel)
b.State = ButtonState.Contracted;
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foreach (Button b in buttonsPlay)
b.State = ButtonState.Contracted;
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osuLogo.Delay(150);
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osuLogo.ScaleTo(1f, EXIT_DELAY * 1.5f);
osuLogo.RotateTo(20, EXIT_DELAY * 1.5f);
osuLogo.FadeOut(EXIT_DELAY);
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break;
}
backButton.State = state == MenuState.Play ? ButtonState.Expanded : ButtonState.Contracted;
settingsButton.State = state == MenuState.TopLevel ? ButtonState.Expanded : ButtonState.Contracted;
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if (lastState == MenuState.Initial)
buttonArea.DelayReset();
}
}
protected override void Update()
{
//if (OsuGame.IdleTime > 6000 && State != MenuState.Exit)
// State = MenuState.Initial;
iconFacade.Width = osuLogo.SizeForFlow * 0.5f;
base.Update();
}
}
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public enum MenuState
{
Initial,
TopLevel,
Play,
EnteringMode,
Exit,
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}
}