1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-14 21:43:04 +08:00

Improve UX & input handling when customisation panel is open

This commit is contained in:
Salman Ahmed 2024-06-28 08:52:52 +03:00
parent 167ffac218
commit 86b8357b8b
3 changed files with 50 additions and 27 deletions

View File

@ -30,6 +30,7 @@ namespace osu.Game.Tests.Visual.UserInterface
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
Width = 400f,
State = { Value = Visibility.Visible },
SelectedMods = { BindTarget = SelectedMods },
}
};

View File

@ -10,16 +10,18 @@ using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Effects;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Input.Bindings;
using osu.Game.Rulesets.Mods;
using osuTK;
namespace osu.Game.Overlays.Mods
{
public partial class ModCustomisationPanel : VisibilityContainer
public partial class ModCustomisationPanel : OverlayContainer, IKeyBindingHandler<GlobalAction>
{
private const float header_height = 42f;
private const float content_vertical_padding = 20f;
@ -35,6 +37,12 @@ namespace osu.Game.Overlays.Mods
public Bindable<IReadOnlyList<Mod>> SelectedMods { get; } = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
public override bool HandlePositionalInput => Expanded.Value;
public override bool HandleNonPositionalInput => Expanded.Value;
protected override bool BlockPositionalInput => true;
[BackgroundDependencyLoader]
private void load()
{
@ -63,6 +71,7 @@ namespace osu.Game.Overlays.Mods
Radius = 20f,
Roundness = 5f,
},
Expanded = { BindTarget = Expanded },
Children = new Drawable[]
{
new Box
@ -110,12 +119,30 @@ namespace osu.Game.Overlays.Mods
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
protected override bool OnMouseDown(MouseDownEvent e)
protected override bool OnClick(ClickEvent e)
{
if (Expanded.Value && !content.ReceivePositionalInputAt(e.ScreenSpaceMousePosition))
Expanded.Value = false;
Expanded.Value = false;
return base.OnClick(e);
}
return base.OnMouseDown(e);
protected override bool OnKeyDown(KeyDownEvent e) => true;
protected override bool OnScroll(ScrollEvent e) => true;
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
switch (e.Action)
{
case GlobalAction.Back:
Expanded.Value = false;
return true;
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
private void updateDisplay()
@ -162,8 +189,10 @@ namespace osu.Game.Overlays.Mods
private partial class FocusGrabbingContainer : InputBlockingContainer
{
public override bool RequestsFocus => true;
public override bool AcceptsFocus => true;
public IBindable<bool> Expanded { get; } = new BindableBool();
public override bool RequestsFocus => Expanded.Value;
public override bool AcceptsFocus => Expanded.Value;
}
}
}

View File

@ -29,6 +29,7 @@ using osu.Game.Localisation;
using osu.Game.Rulesets.Mods;
using osu.Game.Utils;
using osuTK;
using osuTK.Graphics;
using osuTK.Input;
namespace osu.Game.Overlays.Mods
@ -215,7 +216,6 @@ namespace osu.Game.Overlays.Mods
},
customisationPanel = new ModCustomisationPanel
{
Alpha = 0f,
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Width = 400,
@ -508,9 +508,17 @@ namespace osu.Game.Overlays.Mods
private void updateCustomisationVisualState()
{
if (customisationPanel.Expanded.Value)
{
columnScroll.FadeColour(OsuColour.Gray(0.5f), 400, Easing.OutQuint);
SearchTextBox.FadeColour(OsuColour.Gray(0.5f), 400, Easing.OutQuint);
SearchTextBox.KillFocus();
}
else
{
columnScroll.FadeColour(Color4.White, 400, Easing.OutQuint);
SearchTextBox.FadeColour(Color4.White, 400, Easing.OutQuint);
setTextBoxFocus(textSearchStartsActive.Value);
}
}
/// <summary>
@ -678,16 +686,12 @@ namespace osu.Game.Overlays.Mods
switch (e.Action)
{
// If the customisation panel is expanded, the back action will be handled by it first.
case GlobalAction.Back:
// Pressing the back binding should only go back one step at a time.
hideOverlay(false);
return true;
// This is handled locally here because this overlay is being registered at the game level
// and therefore takes away keyboard focus from the screen stack.
case GlobalAction.ToggleModSelection:
// Pressing toggle should completely hide the overlay in one shot.
hideOverlay(true);
hideOverlay();
return true;
// This is handled locally here due to conflicts in input handling between the search text box and the deselect all mods button.
@ -710,7 +714,7 @@ namespace osu.Game.Overlays.Mods
// If there is no search in progress, it should exit the dialog (a bit weird, but this is the expectation from stable).
if (string.IsNullOrEmpty(SearchTerm))
{
hideOverlay(true);
hideOverlay();
return true;
}
@ -728,18 +732,7 @@ namespace osu.Game.Overlays.Mods
return base.OnPressed(e);
void hideOverlay(bool immediate)
{
if (customisationPanel.Expanded.Value)
{
customisationPanel.Expanded.Value = false;
if (!immediate)
return;
}
BackButton.TriggerClick();
}
void hideOverlay() => BackButton.TriggerClick();
}
/// <inheritdoc cref="IKeyBindingHandler{PlatformAction}"/>