mirror of
https://github.com/ppy/osu.git
synced 2024-12-15 16:25:32 +08:00
Add chat display during multiplayer gameplay
This commit is contained in:
parent
b82f92d7b8
commit
30eee363dc
@ -0,0 +1,62 @@
|
||||
// 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.
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Screens.OnlinePlay.Match.Components;
|
||||
using osu.Game.Screens.Play;
|
||||
|
||||
namespace osu.Game.Screens.OnlinePlay.Multiplayer
|
||||
{
|
||||
public class GameplayChatDisplay : MatchChatDisplay
|
||||
{
|
||||
[Resolved]
|
||||
private ILocalUserPlayInfo localUserInfo { get; set; }
|
||||
|
||||
private IBindable<bool> localUserPlaying = new Bindable<bool>();
|
||||
|
||||
public Bindable<bool> Expanded = new Bindable<bool>();
|
||||
|
||||
private const float height = 100;
|
||||
|
||||
public GameplayChatDisplay()
|
||||
{
|
||||
RelativeSizeAxes = Axes.X;
|
||||
|
||||
Background.Alpha = 0.2f;
|
||||
}
|
||||
|
||||
private void expandedChanged(ValueChangedEvent<bool> expanded)
|
||||
{
|
||||
if (expanded.NewValue)
|
||||
{
|
||||
this.FadeIn(300, Easing.OutQuint);
|
||||
this.ResizeHeightTo(height, 500, Easing.OutQuint);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.FadeOut(300, Easing.OutQuint);
|
||||
this.ResizeHeightTo(0, 500, Easing.OutQuint);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
localUserPlaying = localUserInfo.IsPlaying.GetBoundCopy();
|
||||
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(expandedChanged, true);
|
||||
}
|
||||
}
|
||||
}
|
@ -68,6 +68,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
|
||||
{
|
||||
AutoSizeAxes = Axes.Both,
|
||||
Direction = FillDirection.Vertical,
|
||||
Spacing = new Vector2(5)
|
||||
});
|
||||
|
||||
// todo: this should be implemented via a custom HUD implementation, and correctly masked to the main content area.
|
||||
@ -78,7 +79,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
|
||||
|
||||
((IBindable<bool>)leaderboard.Expanded).BindTo(HUDOverlay.ShowHud);
|
||||
|
||||
leaderboardFlow.Add(l);
|
||||
leaderboardFlow.Insert(0, l);
|
||||
|
||||
if (leaderboard.TeamScores.Count >= 2)
|
||||
{
|
||||
@ -87,10 +88,15 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
|
||||
Team1Score = { BindTarget = leaderboard.TeamScores.First().Value },
|
||||
Team2Score = { BindTarget = leaderboard.TeamScores.Last().Value },
|
||||
Expanded = { BindTarget = HUDOverlay.ShowHud },
|
||||
}, leaderboardFlow.Add);
|
||||
}, scoreDisplay => leaderboardFlow.Insert(1, scoreDisplay));
|
||||
}
|
||||
});
|
||||
|
||||
LoadComponentAsync(new GameplayChatDisplay
|
||||
{
|
||||
Expanded = { BindTarget = HUDOverlay.ShowHud },
|
||||
}, chat => leaderboardFlow.Insert(2, chat));
|
||||
|
||||
HUDOverlay.Add(loadingDisplay = new LoadingLayer(true) { Depth = float.MaxValue });
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user