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osu-lazer/osu.Game/Overlays/Dialog/PopupDialog.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.Collections.Generic;
using System.Linq;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Events;
using osu.Framework.Localisation;
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using osu.Game.Graphics.Backgrounds;
using osu.Game.Graphics.Containers;
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using osuTK;
using osuTK.Graphics;
using osuTK.Input;
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namespace osu.Game.Overlays.Dialog
{
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public abstract class PopupDialog : VisibilityContainer
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{
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public const float ENTER_DURATION = 500;
public const float EXIT_DURATION = 200;
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private readonly Vector2 ringSize = new Vector2(100f);
private readonly Vector2 ringMinifiedSize = new Vector2(20f);
private readonly Vector2 buttonsEnterSpacing = new Vector2(0f, 50f);
private readonly Container content;
private readonly Container ring;
private readonly FillFlowContainer<PopupDialogButton> buttonsContainer;
private readonly SpriteIcon icon;
private readonly TextFlowContainer header;
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private readonly TextFlowContainer body;
private bool actionInvoked;
public IconUsage Icon
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{
get => icon.Icon;
set => icon.Icon = value;
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}
private LocalisableString headerText;
public LocalisableString HeaderText
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{
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get => headerText;
set
{
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if (headerText == value)
return;
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headerText = value;
header.Text = value;
}
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}
private LocalisableString bodyText;
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public LocalisableString BodyText
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{
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get => bodyText;
set
{
if (bodyText == value)
return;
bodyText = value;
body.Text = value;
}
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}
public IEnumerable<PopupDialogButton> Buttons
{
get => buttonsContainer.Children;
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set
{
buttonsContainer.ChildrenEnumerable = value;
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foreach (PopupDialogButton b in value)
{
var action = b.Action;
b.Action = () =>
{
if (actionInvoked) return;
actionInvoked = true;
// Hide the dialog before running the action.
// This is important as the code which is performed may check for a dialog being present (ie. `OsuGame.PerformFromScreen`)
// and we don't want it to see the already dismissed dialog.
Hide();
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action?.Invoke();
};
}
}
}
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protected PopupDialog()
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{
RelativeSizeAxes = Axes.Both;
Children = new Drawable[]
{
content = new Container
{
RelativeSizeAxes = Axes.Both,
Alpha = 0f,
Children = new Drawable[]
{
new Container
{
RelativeSizeAxes = Axes.Both,
Masking = true,
EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Shadow,
Colour = Color4.Black.Opacity(0.5f),
Radius = 8,
},
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4Extensions.FromHex(@"221a21"),
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},
new Triangles
{
RelativeSizeAxes = Axes.Both,
ColourLight = Color4Extensions.FromHex(@"271e26"),
ColourDark = Color4Extensions.FromHex(@"1e171e"),
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TriangleScale = 4,
},
},
},
new FillFlowContainer
{
Anchor = Anchor.Centre,
Origin = Anchor.BottomCentre,
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
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Spacing = new Vector2(0f, 10f),
Padding = new MarginPadding { Bottom = 10 },
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Children = new Drawable[]
{
new Container
{
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
Size = ringSize,
Children = new Drawable[]
{
ring = new CircularContainer
{
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Masking = true,
BorderColour = Color4.White,
BorderThickness = 5f,
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black.Opacity(0),
},
icon = new SpriteIcon
{
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
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Icon = FontAwesome.Solid.TimesCircle,
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Size = new Vector2(50),
},
},
},
},
},
header = new OsuTextFlowContainer(t => t.Font = t.Font.With(size: 25))
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{
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
TextAnchor = Anchor.TopCentre,
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},
body = new OsuTextFlowContainer(t => t.Font = t.Font.With(size: 18))
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{
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Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
TextAnchor = Anchor.TopCentre,
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RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
},
},
},
buttonsContainer = new FillFlowContainer<PopupDialogButton>
{
Anchor = Anchor.Centre,
Origin = Anchor.TopCentre,
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
},
},
},
};
// It's important we start in a visible state so our state fires on hide, even before load.
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// This is used by the dialog overlay to know when the dialog was dismissed.
Show();
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}
/// <summary>
/// Programmatically clicks the first <see cref="PopupDialogOkButton"/>.
/// </summary>
public void PerformOkAction() => PerformAction<PopupDialogOkButton>();
/// <summary>
/// Programmatically clicks the first button of the provided type.
/// </summary>
public void PerformAction<T>() where T : PopupDialogButton => Buttons.OfType<T>().First().TriggerClick();
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protected override bool OnKeyDown(KeyDownEvent e)
{
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if (e.Repeat) return false;
// press button at number if 1-9 on number row or keypad are pressed
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var k = e.Key;
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if (k >= Key.Number1 && k <= Key.Number9)
{
pressButtonAtIndex(k - Key.Number1);
return true;
}
if (k >= Key.Keypad1 && k <= Key.Keypad9)
{
pressButtonAtIndex(k - Key.Keypad1);
return true;
}
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return base.OnKeyDown(e);
}
protected override void PopIn()
{
actionInvoked = false;
// Reset various animations but only if the dialog animation fully completed
if (content.Alpha == 0)
{
buttonsContainer.TransformSpacingTo(buttonsEnterSpacing);
buttonsContainer.MoveToY(buttonsEnterSpacing.Y);
ring.ResizeTo(ringMinifiedSize);
}
content.FadeIn(ENTER_DURATION, Easing.OutQuint);
ring.ResizeTo(ringSize, ENTER_DURATION, Easing.OutQuint);
buttonsContainer.TransformSpacingTo(Vector2.Zero, ENTER_DURATION, Easing.OutQuint);
buttonsContainer.MoveToY(0, ENTER_DURATION, Easing.OutQuint);
}
protected override void PopOut()
{
if (!actionInvoked)
// In the case a user did not choose an action before a hide was triggered, press the last button.
// This is presumed to always be a sane default "cancel" action.
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buttonsContainer.Last().TriggerClick();
content.FadeOut(EXIT_DURATION, Easing.InSine);
}
private void pressButtonAtIndex(int index)
{
if (index < Buttons.Count())
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Buttons.Skip(index).First().TriggerClick();
}
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}
}