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osu-lazer/osu.Game/Screens/OnlinePlay/Multiplayer/GameplayChatDisplay.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
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using osu.Game.Input.Bindings;
using osu.Game.Localisation;
using osu.Game.Online.Rooms;
using osu.Game.Screens.OnlinePlay.Match.Components;
using osu.Game.Screens.Play;
namespace osu.Game.Screens.OnlinePlay.Multiplayer
{
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public partial class GameplayChatDisplay : MatchChatDisplay, IKeyBindingHandler<GlobalAction>
{
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[Resolved(CanBeNull = true)]
[CanBeNull]
private ILocalUserPlayInfo localUserInfo { get; set; }
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private readonly IBindable<bool> localUserPlaying = new Bindable<bool>();
public override bool PropagatePositionalInputSubTree => !localUserPlaying.Value;
public Bindable<bool> Expanded = new Bindable<bool>();
private readonly Bindable<bool> expandedFromTextBoxFocus = new Bindable<bool>();
private const float height = 100;
public override bool PropagateNonPositionalInputSubTree => true;
public GameplayChatDisplay(Room room)
: base(room, leaveChannelOnDispose: false)
{
RelativeSizeAxes = Axes.X;
Background.Alpha = 0.2f;
TextBox.PlaceholderText = ChatStrings.InGameInputPlaceholder;
TextBox.Focus = () => TextBox.PlaceholderText = Resources.Localisation.Web.ChatStrings.InputPlaceholder;
TextBox.FocusLost = () =>
{
TextBox.PlaceholderText = ChatStrings.InGameInputPlaceholder;
expandedFromTextBoxFocus.Value = false;
};
}
protected override bool OnHover(HoverEvent e) => true; // use UI mouse cursor.
protected override void LoadComplete()
{
base.LoadComplete();
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if (localUserInfo != null)
localUserPlaying.BindTo(localUserInfo.IsPlaying);
localUserPlaying.BindValueChanged(playing =>
{
// for now let's never hold focus. this avoid misdirected gameplay keys entering chat.
// note that this is done within this callback as it triggers an un-focus as well.
TextBox.HoldFocus = false;
// only hold focus (after sending a message) during breaks
TextBox.ReleaseFocusOnCommit = playing.NewValue;
}, true);
Expanded.BindValueChanged(_ => updateExpandedState(), true);
expandedFromTextBoxFocus.BindValueChanged(focus =>
{
if (focus.NewValue)
updateExpandedState();
else
{
// on finishing typing a message there should be a brief delay before hiding.
using (BeginDelayedSequence(600))
updateExpandedState();
}
}, true);
}
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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switch (e.Action)
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{
case GlobalAction.Back:
if (TextBox.HasFocus)
{
Schedule(() => TextBox.KillFocus());
return true;
}
break;
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case GlobalAction.ToggleChatFocus:
if (TextBox.HasFocus)
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{
Schedule(() => TextBox.KillFocus());
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}
else
{
expandedFromTextBoxFocus.Value = true;
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// schedule required to ensure the textbox has become present from above bindable update.
Schedule(() => TextBox.TakeFocus());
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}
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return true;
}
return false;
}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
}
private void updateExpandedState()
{
if (Expanded.Value || expandedFromTextBoxFocus.Value)
{
this.FadeIn(300, Easing.OutQuint);
this.ResizeHeightTo(height, 500, Easing.OutQuint);
}
else
{
this.FadeOut(300, Easing.OutQuint);
this.ResizeHeightTo(0, 500, Easing.OutQuint);
}
}
}
}