1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-16 03:02:53 +08:00

Add chat display during multiplayer gameplay

This commit is contained in:
Dean Herbert 2021-08-17 14:57:48 +09:00
parent b82f92d7b8
commit 30eee363dc
2 changed files with 70 additions and 2 deletions

View File

@ -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);
}
}
}

View File

@ -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 });
}