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osu-lazer/osu.Game/Screens/Play/SkipOverlay.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 System;
using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Utils;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Sprites;
using osu.Game.Input.Bindings;
using osu.Game.Screens.Ranking;
using osuTK;
using osuTK.Graphics;
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namespace osu.Game.Screens.Play
{
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public class SkipOverlay : CompositeDrawable, IKeyBindingHandler<GlobalAction>
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{
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private readonly double startTime;
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public Action RequestSkip;
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private Button button;
private ButtonContainer buttonContainer;
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private Box remainingTimeBox;
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private FadeContainer fadeContainer;
private double displayTime;
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private bool isClickable;
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private bool skipQueued;
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[Resolved]
private IGameplayClock gameplayClock { get; set; }
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internal bool IsButtonVisible => fadeContainer.State == Visibility.Visible && buttonContainer.State.Value == Visibility.Visible;
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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/// <summary>
/// Displays a skip overlay, giving the user the ability to skip forward.
/// </summary>
/// <param name="startTime">The time at which gameplay begins to appear.</param>
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public SkipOverlay(double startTime)
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{
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this.startTime = startTime;
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RelativePositionAxes = Axes.Both;
RelativeSizeAxes = Axes.X;
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Position = new Vector2(0.5f, 0.7f);
Size = new Vector2(1, 100);
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Origin = Anchor.Centre;
}
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[BackgroundDependencyLoader(true)]
private void load(OsuColour colours)
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{
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InternalChild = buttonContainer = new ButtonContainer
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{
RelativeSizeAxes = Axes.Both,
Child = fadeContainer = new FadeContainer
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{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
button = new Button
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
remainingTimeBox = new Box
{
Height = 5,
RelativeSizeAxes = Axes.X,
Colour = colours.Yellow,
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
}
}
}
};
}
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private const double fade_time = 300;
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private double fadeOutBeginTime => startTime - MasterGameplayClockContainer.MINIMUM_SKIP_TIME;
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public override void Hide()
{
base.Hide();
fadeContainer.Hide();
}
public override void Show()
{
base.Show();
fadeContainer.TriggerShow();
}
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protected override void LoadComplete()
{
base.LoadComplete();
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displayTime = gameplayClock.CurrentTime;
// skip is not required if there is no extra "empty" time to skip.
// we may need to remove this if rewinding before the initial player load position becomes a thing.
if (fadeOutBeginTime <= displayTime)
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{
Expire();
return;
}
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button.Action = () => RequestSkip?.Invoke();
fadeContainer.TriggerShow();
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if (skipQueued)
{
Scheduler.AddDelayed(() => button.TriggerClick(), 200);
skipQueued = false;
}
}
public void SkipWhenReady()
{
if (IsLoaded)
button.TriggerClick();
else
skipQueued = true;
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}
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protected override void Update()
{
base.Update();
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// This case causes an immediate expire in `LoadComplete`, but `Update` may run once after that.
// Avoid div-by-zero below.
if (fadeOutBeginTime <= displayTime)
return;
double progress = Math.Max(0, 1 - (gameplayClock.CurrentTime - displayTime) / (fadeOutBeginTime - displayTime));
remainingTimeBox.Width = (float)Interpolation.Lerp(remainingTimeBox.Width, progress, Math.Clamp(Time.Elapsed / 40, 0, 1));
isClickable = progress > 0;
button.Enabled.Value = isClickable;
buttonContainer.State.Value = isClickable ? Visibility.Visible : Visibility.Hidden;
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}
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protected override bool OnMouseMove(MouseMoveEvent e)
{
if (isClickable && !e.HasAnyButtonPressed)
fadeContainer.TriggerShow();
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return base.OnMouseMove(e);
}
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
if (e.Repeat)
return false;
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switch (e.Action)
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{
case GlobalAction.SkipCutscene:
if (!button.Enabled.Value)
return false;
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button.TriggerClick();
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return true;
}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
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public class FadeContainer : Container, IStateful<Visibility>
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{
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public event Action<Visibility> StateChanged;
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private Visibility state;
private double? nextHideTime;
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public override bool IsPresent => true;
public void TriggerShow()
{
Show();
if (!IsHovered && !IsDragged)
nextHideTime = Time.Current + 1000;
else
nextHideTime = null;
}
protected override void Update()
{
base.Update();
if (nextHideTime != null && nextHideTime <= Time.Current)
{
Hide();
nextHideTime = null;
}
}
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public Visibility State
{
get => state;
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set
{
if (value == state)
return;
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state = value;
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switch (state)
{
case Visibility.Visible:
this.FadeIn(500, Easing.OutExpo);
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break;
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case Visibility.Hidden:
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this.FadeOut(1000, Easing.OutExpo);
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break;
}
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StateChanged?.Invoke(State);
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}
}
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protected override void LoadComplete()
{
base.LoadComplete();
Show();
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}
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protected override bool OnMouseDown(MouseDownEvent e)
{
Show();
nextHideTime = null;
return true;
}
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protected override void OnMouseUp(MouseUpEvent e)
{
Show();
}
public override void Hide() => State = Visibility.Hidden;
public override void Show() => State = Visibility.Visible;
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}
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private class ButtonContainer : VisibilityContainer
{
protected override void PopIn() => this.FadeIn(fade_time);
protected override void PopOut() => this.FadeOut(fade_time);
}
private class Button : OsuClickableContainer
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{
private Color4 colourNormal;
private Color4 colourHover;
private Box box;
private FillFlowContainer flow;
private Box background;
private AspectContainer aspect;
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private Sample sampleConfirm;
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public Button()
{
RelativeSizeAxes = Axes.Both;
}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours, AudioManager audio)
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{
colourNormal = colours.Yellow;
colourHover = colours.YellowDark;
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sampleConfirm = audio.Samples.Get(@"UI/submit-select");
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Children = new Drawable[]
{
background = new Box
{
Alpha = 0.2f,
Colour = Color4.Black,
RelativeSizeAxes = Axes.Both,
},
aspect = new AspectContainer
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Y,
Height = 0.6f,
Masking = true,
CornerRadius = 15,
Children = new Drawable[]
{
box = new Box
{
RelativeSizeAxes = Axes.Both,
Colour = colourNormal,
},
flow = new FillFlowContainer
{
Anchor = Anchor.TopCentre,
RelativePositionAxes = Axes.Y,
Y = 0.4f,
AutoSizeAxes = Axes.Both,
Origin = Anchor.Centre,
Direction = FillDirection.Horizontal,
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Children = new[]
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{
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new SpriteIcon { Size = new Vector2(15), Shadow = true, Icon = FontAwesome.Solid.ChevronRight },
new SpriteIcon { Size = new Vector2(15), Shadow = true, Icon = FontAwesome.Solid.ChevronRight },
new SpriteIcon { Size = new Vector2(15), Shadow = true, Icon = FontAwesome.Solid.ChevronRight },
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}
},
new OsuSpriteText
{
Anchor = Anchor.TopCentre,
RelativePositionAxes = Axes.Y,
Y = 0.7f,
Font = OsuFont.GetFont(weight: FontWeight.Bold, size: 12),
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Origin = Anchor.Centre,
Text = @"SKIP",
},
}
}
};
}
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protected override bool OnHover(HoverEvent e)
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{
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flow.TransformSpacingTo(new Vector2(5), 500, Easing.OutQuint);
box.FadeColour(colourHover, 500, Easing.OutQuint);
background.FadeTo(0.4f, 500, Easing.OutQuint);
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return true;
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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flow.TransformSpacingTo(new Vector2(0), 500, Easing.OutQuint);
box.FadeColour(colourNormal, 500, Easing.OutQuint);
background.FadeTo(0.2f, 500, Easing.OutQuint);
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base.OnHoverLost(e);
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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aspect.ScaleTo(0.75f, 2000, Easing.OutQuint);
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return base.OnMouseDown(e);
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}
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protected override void OnMouseUp(MouseUpEvent e)
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{
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aspect.ScaleTo(1, 1000, Easing.OutElastic);
base.OnMouseUp(e);
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}
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protected override bool OnClick(ClickEvent e)
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{
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if (!Enabled.Value)
return false;
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sampleConfirm.Play();
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box.FlashColour(Color4.White, 500, Easing.OutQuint);
aspect.ScaleTo(1.2f, 2000, Easing.OutQuint);
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return base.OnClick(e);
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}
}
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}
}