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osu-lazer/osu.Game/Screens/Menu/MainMenuButton.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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using System;
using System.Linq;
using osu.Framework;
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using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
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using osu.Framework.Audio.Track;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Game.Graphics.Sprites;
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using osuTK;
using osuTK.Graphics;
using osuTK.Input;
using osu.Framework.Extensions.Color4Extensions;
using osu.Game.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Events;
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using osu.Framework.Localisation;
using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Screens.Menu
{
/// <summary>
/// Button designed specifically for the osu!next main menu.
/// In order to correctly flow, we have to use a negative margin on the parent container (due to the parallelogram shape).
/// </summary>
public partial class MainMenuButton : BeatSyncedContainer, IStateful<ButtonState>
{
public const float BOUNCE_COMPRESSION = 0.9f;
public const float HOVER_SCALE = 1.2f;
public const float BOUNCE_ROTATION = 8;
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public event Action<ButtonState>? StateChanged;
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public readonly Key[] TriggerKeys;
protected override Container<Drawable> Content => content;
private readonly Container content;
/// <summary>
/// The menu state for which we are visible for (assuming only one).
/// </summary>
public ButtonSystemState VisibleState
{
set
{
VisibleStateMin = value;
VisibleStateMax = value;
}
}
public ButtonSystemState VisibleStateMin = ButtonSystemState.TopLevel;
public ButtonSystemState VisibleStateMax = ButtonSystemState.TopLevel;
public new MarginPadding Padding
{
get => Content.Padding;
set => Content.Padding = value;
}
protected Vector2 BaseSize { get; init; } = new Vector2(ButtonSystem.BUTTON_WIDTH, ButtonArea.BUTTON_AREA_HEIGHT);
private readonly Action<MainMenuButton>? clickAction;
private readonly Container background;
private readonly Drawable backgroundContent;
private readonly Box boxHoverLayer;
private readonly SpriteIcon icon;
private Vector2 initialSize => BaseSize + Padding.Total;
private readonly string sampleName;
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private Sample? sampleClick;
private Sample? sampleHover;
private SampleChannel? sampleChannel;
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public override bool IsPresent => base.IsPresent
// Allow keyboard interaction based on state rather than waiting for delayed animations.
|| state == ButtonState.Expanded;
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => background.ReceivePositionalInputAt(screenSpacePos);
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public MainMenuButton(LocalisableString text, string sampleName, IconUsage symbol, Color4 colour, Action<MainMenuButton>? clickAction = null, params Key[] triggerKeys)
{
this.sampleName = sampleName;
this.clickAction = clickAction;
TriggerKeys = triggerKeys;
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AutoSizeAxes = Axes.Both;
Alpha = 0;
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AddRangeInternal(new Drawable[]
{
background = new Container
{
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// box needs to be always present to ensure the button is always sized correctly for flow
AlwaysPresent = true,
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Masking = true,
MaskingSmoothness = 2,
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EdgeEffect = new EdgeEffectParameters
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{
Type = EdgeEffectType.Shadow,
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Colour = Color4.Black.Opacity(0.2f),
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Roundness = 5,
Radius = 8,
},
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
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Children = new[]
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{
backgroundContent = CreateBackground(colour).With(bg =>
{
bg.RelativeSizeAxes = Axes.Y;
bg.Anchor = Anchor.Centre;
bg.Origin = Anchor.Centre;
}),
boxHoverLayer = new Box
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{
EdgeSmoothness = new Vector2(1.5f, 0),
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RelativeSizeAxes = Axes.Both,
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Blending = BlendingParameters.Additive,
Colour = Color4.White,
Depth = float.MinValue,
Alpha = 0,
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},
}
},
content = new Container
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Children = new Drawable[]
{
new OsuSpriteText
{
Shadow = true,
AllowMultiline = false,
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
Margin = new MarginPadding
{
Left = -3,
Bottom = 7,
},
Text = text
},
icon = new SpriteIcon
{
Shadow = true,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
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Size = new Vector2(32),
Position = new Vector2(0, 0),
Margin = new MarginPadding { Top = -4 },
Icon = symbol
}
}
}
});
}
protected virtual Drawable CreateBackground(Colour4 accentColour) => new Container
{
Child = new Box
{
EdgeSmoothness = new Vector2(1.5f, 0),
RelativeSizeAxes = Axes.Both,
Colour = accentColour,
}
};
protected override void LoadComplete()
{
base.LoadComplete();
background.Shear = new Vector2(ButtonSystem.WEDGE_WIDTH / initialSize.Y, 0);
// for whatever reason, attempting to size the background "just in time" to cover the visible width
// results in gaps when the width changes are quick (only visible when testing menu at 100% speed, not visible slowed down).
// to ensure there's no missing backdrop, just use a ballpark that should be enough to always cover the width and then some.
// note that while on a code inspections it would seem that `1.5 * initialSize.X` would be enough, elastic usings are used in this button
// (which can exceed the [0;1] range during interpolation).
backgroundContent.Width = 2 * initialSize.X;
backgroundContent.Shear = -background.Shear;
animateState();
FinishTransforms(true);
}
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private bool rightward;
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
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if (!IsHovered) return;
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double duration = timingPoint.BeatLength / 2;
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icon.RotateTo(rightward ? BOUNCE_ROTATION : -BOUNCE_ROTATION, duration * 2, Easing.InOutSine);
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icon.Animate(
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i => i.MoveToY(-10, duration, Easing.Out),
i => i.ScaleTo(HOVER_SCALE, duration, Easing.Out)
).Then(
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i => i.MoveToY(0, duration, Easing.In),
i => i.ScaleTo(new Vector2(HOVER_SCALE, HOVER_SCALE * BOUNCE_COMPRESSION), duration, Easing.In)
);
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rightward = !rightward;
}
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protected override bool OnHover(HoverEvent e)
{
if (State != ButtonState.Expanded) return true;
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double duration = TimeUntilNextBeat;
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icon.ClearTransforms();
icon.RotateTo(rightward ? -BOUNCE_ROTATION : BOUNCE_ROTATION, duration, Easing.InOutSine);
icon.ScaleTo(new Vector2(HOVER_SCALE, HOVER_SCALE * BOUNCE_COMPRESSION), duration, Easing.Out);
sampleHover?.Play();
background.ResizeTo(Vector2.Multiply(initialSize, new Vector2(1.5f, 1)), 500, Easing.OutElastic);
return true;
}
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protected override void OnHoverLost(HoverLostEvent e)
{
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icon.ClearTransforms();
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icon.RotateTo(0, 500, Easing.Out);
icon.MoveTo(Vector2.Zero, 500, Easing.Out);
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icon.ScaleTo(Vector2.One, 200, Easing.Out);
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if (State == ButtonState.Expanded)
background.ResizeTo(initialSize, 500, Easing.OutElastic);
}
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
sampleHover = audio.Samples.Get(@"Menu/button-hover");
sampleClick = audio.Samples.Get(!string.IsNullOrEmpty(sampleName) ? $@"Menu/{sampleName}" : @"UI/button-select");
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}
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protected override bool OnMouseDown(MouseDownEvent e)
{
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boxHoverLayer.FadeTo(0.1f, 1000, Easing.OutQuint);
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return base.OnMouseDown(e);
}
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protected override void OnMouseUp(MouseUpEvent e)
{
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boxHoverLayer.FadeTo(0, 1000, Easing.OutQuint);
base.OnMouseUp(e);
}
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protected override bool OnClick(ClickEvent e)
{
trigger();
return true;
}
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protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.Repeat || e.ControlPressed || e.ShiftPressed || e.AltPressed || e.SuperPressed)
return false;
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if (TriggerKeys.Contains(e.Key))
{
trigger();
return true;
}
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return false;
}
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private void trigger()
{
sampleChannel = sampleClick?.GetChannel();
sampleChannel?.Play();
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clickAction?.Invoke(this);
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boxHoverLayer.ClearTransforms();
boxHoverLayer.Alpha = 0.9f;
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boxHoverLayer.FadeOut(800, Easing.OutExpo);
}
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public override bool HandleNonPositionalInput => state == ButtonState.Expanded;
public override bool HandlePositionalInput => state != ButtonState.Exploded && background.Width / initialSize.X >= 0.8f;
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public void StopSamplePlayback() => sampleChannel?.Stop();
protected override void Update()
{
content.Alpha = Math.Clamp((background.Width / initialSize.X - 0.5f) / 0.3f, 0, 1);
base.Update();
}
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public int ContractStyle;
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private ButtonState state;
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public ButtonState State
{
get => state;
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set
{
if (state == value)
return;
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state = value;
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animateState();
StateChanged?.Invoke(State);
}
}
private void animateState()
{
switch (state)
{
case ButtonState.Contracted:
switch (ContractStyle)
{
default:
background.ResizeTo(Vector2.Multiply(initialSize, new Vector2(0, 1)), 500, Easing.OutExpo);
this.FadeOut(500);
break;
case 1:
background.ResizeTo(Vector2.Multiply(initialSize, new Vector2(0, 1)), 400, Easing.InSine);
this.FadeOut(800);
break;
}
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break;
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case ButtonState.Expanded:
const int expand_duration = 500;
background.ResizeTo(initialSize, expand_duration, Easing.OutExpo);
this.FadeIn(expand_duration / 6f);
break;
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case ButtonState.Exploded:
const int explode_duration = 200;
background.ResizeTo(Vector2.Multiply(initialSize, new Vector2(2, 1)), explode_duration, Easing.OutExpo);
this.FadeOut(explode_duration / 4f * 3);
break;
}
}
private ButtonSystemState buttonSystemState;
public ButtonSystemState ButtonSystemState
{
get => buttonSystemState;
set
{
if (buttonSystemState == value)
return;
buttonSystemState = value;
UpdateState();
}
}
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protected virtual void UpdateState()
{
ContractStyle = 0;
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switch (ButtonSystemState)
{
case ButtonSystemState.Initial:
State = ButtonState.Contracted;
break;
case ButtonSystemState.EnteringMode:
ContractStyle = 1;
State = ButtonState.Contracted;
break;
default:
if (ButtonSystemState <= VisibleStateMax && ButtonSystemState >= VisibleStateMin)
State = ButtonState.Expanded;
else if (ButtonSystemState < VisibleStateMin)
State = ButtonState.Contracted;
else
State = ButtonState.Exploded;
break;
}
}
}
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public enum ButtonState
{
Contracted,
Expanded,
Exploded
}
}