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Merge remote-tracking branch 'upstream/master' into editor-selection-tool
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258
osu.Game.Tests/Visual/TestCaseGameplayMenuOverlay.cs
Normal file
258
osu.Game.Tests/Visual/TestCaseGameplayMenuOverlay.cs
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@ -0,0 +1,258 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Linq;
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using OpenTK.Input;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Logging;
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using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual
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{
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[Description("player pause/fail screens")]
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internal class TestCaseGameplayMenuOverlay : OsuTestCase
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{
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public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(FailOverlay), typeof(PauseContainer) };
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private FailOverlay failOverlay;
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private PauseContainer.PauseOverlay pauseOverlay;
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[BackgroundDependencyLoader]
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private void load()
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{
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Add(pauseOverlay = new PauseContainer.PauseOverlay
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{
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OnResume = () => Logger.Log(@"Resume"),
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OnRetry = () => Logger.Log(@"Retry"),
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OnQuit = () => Logger.Log(@"Quit"),
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});
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Add(failOverlay = new FailOverlay
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{
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OnRetry = () => Logger.Log(@"Retry"),
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OnQuit = () => Logger.Log(@"Quit"),
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});
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var retryCount = 0;
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AddStep("Add retry", () =>
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{
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retryCount++;
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pauseOverlay.Retries = failOverlay.Retries = retryCount;
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});
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AddToggleStep("Toggle pause overlay", t => pauseOverlay.ToggleVisibility());
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AddToggleStep("Toggle fail overlay", t => failOverlay.ToggleVisibility());
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testHideResets();
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testEnterWithoutSelection();
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testKeyUpFromInitial();
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testKeyDownFromInitial();
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testKeyUpWrapping();
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testKeyDownWrapping();
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testMouseSelectionAfterKeySelection();
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testKeySelectionAfterMouseSelection();
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testMouseDeselectionResets();
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testClickSelection();
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testEnterKeySelection();
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}
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/// <summary>
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/// Test that hiding the overlay after hovering a button will reset the overlay to the initial state with no buttons selected.
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/// </summary>
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private void testHideResets()
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{
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AddStep("Show overlay", () => failOverlay.Show());
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AddStep("Hover first button", () => failOverlay.Buttons.First().TriggerOnHover(null));
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AddStep("Hide overlay", () => failOverlay.Hide());
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AddAssert("Overlay state is reset", () => !failOverlay.Buttons.Any(b => b.Selected));
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}
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/// <summary>
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/// Tests that pressing enter after an overlay shows doesn't trigger an event because a selection hasn't occurred.
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/// </summary>
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private void testEnterWithoutSelection()
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{
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AddStep("Show overlay", () => pauseOverlay.Show());
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AddStep("Press enter", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Enter }));
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AddAssert("Overlay still open", () => pauseOverlay.State == Visibility.Visible);
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AddStep("Hide overlay", () => pauseOverlay.Hide());
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}
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/// <summary>
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/// Tests that pressing the up arrow from the initial state selects the last button.
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/// </summary>
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private void testKeyUpFromInitial()
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{
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AddStep("Show overlay", () => pauseOverlay.Show());
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AddStep("Up arrow", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Up }));
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AddAssert("Last button selected", () => pauseOverlay.Buttons.Last().Selected);
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AddStep("Hide overlay", () => pauseOverlay.Hide());
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}
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/// <summary>
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/// Tests that pressing the down arrow from the initial state selects the first button.
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/// </summary>
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private void testKeyDownFromInitial()
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{
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AddStep("Show overlay", () => pauseOverlay.Show());
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AddStep("Down arrow", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down }));
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AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected);
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AddStep("Hide overlay", () => pauseOverlay.Hide());
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}
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/// <summary>
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/// Tests that pressing the up arrow repeatedly causes the selected button to wrap correctly.
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/// </summary>
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private void testKeyUpWrapping()
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{
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AddStep("Show overlay", () => failOverlay.Show());
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AddStep("Up arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Up }));
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AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected);
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AddStep("Up arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Up }));
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AddAssert("First button selected", () => failOverlay.Buttons.First().Selected);
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AddStep("Up arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Up }));
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AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected);
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AddStep("Hide overlay", () => failOverlay.Hide());
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}
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/// <summary>
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/// Tests that pressing the down arrow repeatedly causes the selected button to wrap correctly.
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/// </summary>
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private void testKeyDownWrapping()
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{
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AddStep("Show overlay", () => failOverlay.Show());
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AddStep("Down arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down }));
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AddAssert("First button selected", () => failOverlay.Buttons.First().Selected);
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AddStep("Down arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down }));
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AddAssert("Last button selected", () => failOverlay.Buttons.Last().Selected);
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AddStep("Down arrow", () => failOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down }));
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AddAssert("First button selected", () => failOverlay.Buttons.First().Selected);
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AddStep("Hide overlay", () => failOverlay.Hide());
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}
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/// <summary>
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/// Tests that hovering a button that was previously selected with the keyboard correctly selects the new button and deselects the previous button.
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/// </summary>
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private void testMouseSelectionAfterKeySelection()
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{
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AddStep("Show overlay", () => pauseOverlay.Show());
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var secondButton = pauseOverlay.Buttons.Skip(1).First();
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AddStep("Down arrow", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down }));
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AddStep("Hover second button", () => secondButton.TriggerOnHover(null));
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AddAssert("First button not selected", () => !pauseOverlay.Buttons.First().Selected);
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AddAssert("Second button selected", () => secondButton.Selected);
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AddStep("Hide overlay", () => pauseOverlay.Hide());
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}
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/// <summary>
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/// Tests that pressing a key after selecting a button with a hover event correctly selects a new button and deselects the previous button.
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/// </summary>
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private void testKeySelectionAfterMouseSelection()
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{
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AddStep("Show overlay", () => pauseOverlay.Show());
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var secondButton = pauseOverlay.Buttons.Skip(1).First();
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AddStep("Hover second button", () => secondButton.TriggerOnHover(null));
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AddStep("Up arrow", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Up }));
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AddAssert("Second button not selected", () => !secondButton.Selected);
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AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected);
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AddStep("Hide overlay", () => pauseOverlay.Hide());
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}
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/// <summary>
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/// Tests that deselecting with the mouse by losing hover will reset the overlay to the initial state.
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/// </summary>
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private void testMouseDeselectionResets()
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{
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AddStep("Show overlay", () => pauseOverlay.Show());
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var secondButton = pauseOverlay.Buttons.Skip(1).First();
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AddStep("Hover second button", () => secondButton.TriggerOnHover(null));
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AddStep("Unhover second button", () => secondButton.TriggerOnHoverLost(null));
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AddStep("Down arrow", () => pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down }));
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AddAssert("First button selected", () => pauseOverlay.Buttons.First().Selected); // Initial state condition
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AddStep("Hide overlay", () => pauseOverlay.Hide());
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}
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/// <summary>
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/// Tests that clicking on a button correctly causes a click event for that button.
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/// </summary>
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private void testClickSelection()
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{
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AddStep("Show overlay", () => pauseOverlay.Show());
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var retryButton = pauseOverlay.Buttons.Skip(1).First();
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bool triggered = false;
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AddStep("Click retry button", () =>
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{
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var lastAction = pauseOverlay.OnRetry;
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pauseOverlay.OnRetry = () => triggered = true;
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retryButton.TriggerOnClick();
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pauseOverlay.OnRetry = lastAction;
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});
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AddAssert("Action was triggered", () => triggered);
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AddAssert("Overlay is closed", () => pauseOverlay.State == Visibility.Hidden);
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}
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/// <summary>
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/// Tests that pressing the enter key with a button selected correctly causes a click event for that button.
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/// </summary>
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private void testEnterKeySelection()
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{
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AddStep("Show overlay", () => pauseOverlay.Show());
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AddStep("Select second button", () =>
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{
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pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down });
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pauseOverlay.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Down });
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});
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var retryButton = pauseOverlay.Buttons.Skip(1).First();
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bool triggered = false;
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AddStep("Press enter", () =>
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{
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var lastAction = pauseOverlay.OnRetry;
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pauseOverlay.OnRetry = () => triggered = true;
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retryButton.TriggerOnKeyDown(null, new KeyDownEventArgs { Key = Key.Enter });
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pauseOverlay.OnRetry = lastAction;
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});
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AddAssert("Action was triggered", () => triggered);
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AddAssert("Overlay is closed", () => pauseOverlay.State == Visibility.Hidden);
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}
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}
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}
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@ -1,57 +0,0 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.ComponentModel;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Logging;
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using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual
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{
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[Description("player pause/fail screens")]
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internal class TestCaseMenuOverlays : OsuTestCase
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{
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public TestCaseMenuOverlays()
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{
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FailOverlay failOverlay;
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PauseContainer.PauseOverlay pauseOverlay;
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var retryCount = 0;
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Add(pauseOverlay = new PauseContainer.PauseOverlay
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{
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OnResume = () => Logger.Log(@"Resume"),
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OnRetry = () => Logger.Log(@"Retry"),
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OnQuit = () => Logger.Log(@"Quit"),
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});
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Add(failOverlay = new FailOverlay
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{
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OnRetry = () => Logger.Log(@"Retry"),
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OnQuit = () => Logger.Log(@"Quit"),
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});
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AddStep(@"Pause", delegate
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{
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if (failOverlay.State == Visibility.Visible)
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{
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failOverlay.Hide();
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}
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pauseOverlay.Show();
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});
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AddStep("Fail", delegate
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{
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if (pauseOverlay.State == Visibility.Visible)
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{
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pauseOverlay.Hide();
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}
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failOverlay.Show();
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});
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AddStep("Add Retry", delegate
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{
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retryCount++;
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pauseOverlay.Retries = retryCount;
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failOverlay.Retries = retryCount;
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});
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}
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}
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}
|
@ -121,7 +121,7 @@
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<Compile Include="Visual\TestCaseLeaderboard.cs" />
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<Compile Include="Visual\TestCaseMedalOverlay.cs" />
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<Compile Include="Visual\TestCaseButtonSystem.cs" />
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<Compile Include="Visual\TestCaseMenuOverlays.cs" />
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<Compile Include="Visual\TestCaseGameplayMenuOverlay.cs" />
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<Compile Include="Visual\TestCaseMods.cs" />
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<Compile Include="Visual\TestCaseMusicController.cs" />
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<Compile Include="Visual\TestCaseNotificationOverlay.cs" />
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|
@ -12,6 +12,8 @@ using osu.Game.Graphics.Backgrounds;
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using osu.Game.Graphics.Sprites;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Game.Graphics.Containers;
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using osu.Framework.Configuration;
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using osu.Framework.Input;
|
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namespace osu.Game.Graphics.UserInterface
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{
|
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@ -22,62 +24,7 @@ namespace osu.Game.Graphics.UserInterface
|
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private const float glow_fade_duration = 250;
|
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private const float click_duration = 200;
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|
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private Color4 buttonColour;
|
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public Color4 ButtonColour
|
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{
|
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get
|
||||
{
|
||||
return buttonColour;
|
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}
|
||||
set
|
||||
{
|
||||
buttonColour = value;
|
||||
updateGlow();
|
||||
colourContainer.Colour = value;
|
||||
}
|
||||
}
|
||||
|
||||
private Color4 backgroundColour = OsuColour.Gray(34);
|
||||
public Color4 BackgroundColour
|
||||
{
|
||||
get
|
||||
{
|
||||
return backgroundColour;
|
||||
}
|
||||
set
|
||||
{
|
||||
backgroundColour = value;
|
||||
background.Colour = value;
|
||||
}
|
||||
}
|
||||
|
||||
private string text;
|
||||
public string Text
|
||||
{
|
||||
get
|
||||
{
|
||||
return text;
|
||||
}
|
||||
set
|
||||
{
|
||||
text = value;
|
||||
spriteText.Text = Text;
|
||||
}
|
||||
}
|
||||
|
||||
private float textSize = 28;
|
||||
public float TextSize
|
||||
{
|
||||
get
|
||||
{
|
||||
return textSize;
|
||||
}
|
||||
set
|
||||
{
|
||||
textSize = value;
|
||||
spriteText.TextSize = value;
|
||||
}
|
||||
}
|
||||
public readonly BindableBool Selected = new BindableBool();
|
||||
|
||||
private readonly Container backgroundContainer;
|
||||
private readonly Container colourContainer;
|
||||
@ -89,71 +36,6 @@ namespace osu.Game.Graphics.UserInterface
|
||||
private readonly SpriteText spriteText;
|
||||
private Vector2 hoverSpacing => new Vector2(3f, 0f);
|
||||
|
||||
private bool didClick; // Used for making sure that the OnMouseDown animation can call instead of OnHoverLost's when clicking
|
||||
|
||||
public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => backgroundContainer.ReceiveMouseInputAt(screenSpacePos);
|
||||
|
||||
protected override bool OnClick(Framework.Input.InputState state)
|
||||
{
|
||||
didClick = true;
|
||||
colourContainer.ResizeTo(new Vector2(1.5f, 1f), click_duration, Easing.In);
|
||||
flash();
|
||||
|
||||
this.Delay(click_duration).Schedule(delegate
|
||||
{
|
||||
colourContainer.ResizeTo(new Vector2(0.8f, 1f));
|
||||
spriteText.Spacing = Vector2.Zero;
|
||||
glowContainer.FadeOut();
|
||||
});
|
||||
|
||||
return base.OnClick(state);
|
||||
}
|
||||
|
||||
protected override bool OnHover(Framework.Input.InputState state)
|
||||
{
|
||||
spriteText.TransformSpacingTo(hoverSpacing, hover_duration, Easing.OutElastic);
|
||||
|
||||
colourContainer.ResizeTo(new Vector2(hover_width, 1f), hover_duration, Easing.OutElastic);
|
||||
glowContainer.FadeIn(glow_fade_duration, Easing.Out);
|
||||
base.OnHover(state);
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void OnHoverLost(Framework.Input.InputState state)
|
||||
{
|
||||
if (!didClick)
|
||||
{
|
||||
colourContainer.ResizeTo(new Vector2(0.8f, 1f), hover_duration, Easing.OutElastic);
|
||||
spriteText.TransformSpacingTo(Vector2.Zero, hover_duration, Easing.OutElastic);
|
||||
glowContainer.FadeOut(glow_fade_duration, Easing.Out);
|
||||
}
|
||||
|
||||
didClick = false;
|
||||
}
|
||||
|
||||
private void flash()
|
||||
{
|
||||
var flash = new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both
|
||||
};
|
||||
|
||||
colourContainer.Add(flash);
|
||||
|
||||
flash.Colour = ButtonColour;
|
||||
flash.Blending = BlendingMode.Additive;
|
||||
flash.Alpha = 0.3f;
|
||||
flash.FadeOutFromOne(click_duration);
|
||||
flash.Expire();
|
||||
}
|
||||
|
||||
private void updateGlow()
|
||||
{
|
||||
leftGlow.Colour = ColourInfo.GradientHorizontal(new Color4(ButtonColour.R, ButtonColour.G, ButtonColour.B, 0f), ButtonColour);
|
||||
centerGlow.Colour = ButtonColour;
|
||||
rightGlow.Colour = ColourInfo.GradientHorizontal(ButtonColour, new Color4(ButtonColour.R, ButtonColour.G, ButtonColour.B, 0f));
|
||||
}
|
||||
|
||||
public DialogButton()
|
||||
{
|
||||
RelativeSizeAxes = Axes.X;
|
||||
@ -268,6 +150,135 @@ namespace osu.Game.Graphics.UserInterface
|
||||
};
|
||||
|
||||
updateGlow();
|
||||
|
||||
Selected.ValueChanged += selectionChanged;
|
||||
}
|
||||
|
||||
private Color4 buttonColour;
|
||||
public Color4 ButtonColour
|
||||
{
|
||||
get
|
||||
{
|
||||
return buttonColour;
|
||||
}
|
||||
set
|
||||
{
|
||||
buttonColour = value;
|
||||
updateGlow();
|
||||
colourContainer.Colour = value;
|
||||
}
|
||||
}
|
||||
|
||||
private Color4 backgroundColour = OsuColour.Gray(34);
|
||||
public Color4 BackgroundColour
|
||||
{
|
||||
get
|
||||
{
|
||||
return backgroundColour;
|
||||
}
|
||||
set
|
||||
{
|
||||
backgroundColour = value;
|
||||
background.Colour = value;
|
||||
}
|
||||
}
|
||||
|
||||
private string text;
|
||||
public string Text
|
||||
{
|
||||
get
|
||||
{
|
||||
return text;
|
||||
}
|
||||
set
|
||||
{
|
||||
text = value;
|
||||
spriteText.Text = Text;
|
||||
}
|
||||
}
|
||||
|
||||
private float textSize = 28;
|
||||
public float TextSize
|
||||
{
|
||||
get
|
||||
{
|
||||
return textSize;
|
||||
}
|
||||
set
|
||||
{
|
||||
textSize = value;
|
||||
spriteText.TextSize = value;
|
||||
}
|
||||
}
|
||||
|
||||
public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => backgroundContainer.ReceiveMouseInputAt(screenSpacePos);
|
||||
|
||||
protected override bool OnClick(InputState state)
|
||||
{
|
||||
colourContainer.ResizeTo(new Vector2(1.5f, 1f), click_duration, Easing.In);
|
||||
flash();
|
||||
|
||||
this.Delay(click_duration).Schedule(delegate
|
||||
{
|
||||
colourContainer.ResizeTo(new Vector2(0.8f, 1f));
|
||||
spriteText.Spacing = Vector2.Zero;
|
||||
glowContainer.FadeOut();
|
||||
});
|
||||
|
||||
return base.OnClick(state);
|
||||
}
|
||||
|
||||
protected override bool OnHover(InputState state)
|
||||
{
|
||||
base.OnHover(state);
|
||||
|
||||
Selected.Value = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void OnHoverLost(InputState state)
|
||||
{
|
||||
base.OnHoverLost(state);
|
||||
Selected.Value = false;
|
||||
}
|
||||
|
||||
private void selectionChanged(bool isSelected)
|
||||
{
|
||||
if (isSelected)
|
||||
{
|
||||
spriteText.TransformSpacingTo(hoverSpacing, hover_duration, Easing.OutElastic);
|
||||
colourContainer.ResizeTo(new Vector2(hover_width, 1f), hover_duration, Easing.OutElastic);
|
||||
glowContainer.FadeIn(glow_fade_duration, Easing.Out);
|
||||
}
|
||||
else
|
||||
{
|
||||
colourContainer.ResizeTo(new Vector2(0.8f, 1f), hover_duration, Easing.OutElastic);
|
||||
spriteText.TransformSpacingTo(Vector2.Zero, hover_duration, Easing.OutElastic);
|
||||
glowContainer.FadeOut(glow_fade_duration, Easing.Out);
|
||||
}
|
||||
}
|
||||
|
||||
private void flash()
|
||||
{
|
||||
var flash = new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both
|
||||
};
|
||||
|
||||
colourContainer.Add(flash);
|
||||
|
||||
flash.Colour = ButtonColour;
|
||||
flash.Blending = BlendingMode.Additive;
|
||||
flash.Alpha = 0.3f;
|
||||
flash.FadeOutFromOne(click_duration);
|
||||
flash.Expire();
|
||||
}
|
||||
|
||||
private void updateGlow()
|
||||
{
|
||||
leftGlow.Colour = ColourInfo.GradientHorizontal(new Color4(ButtonColour.R, ButtonColour.G, ButtonColour.B, 0f), ButtonColour);
|
||||
centerGlow.Colour = ButtonColour;
|
||||
rightGlow.Colour = ColourInfo.GradientHorizontal(ButtonColour, new Color4(ButtonColour.R, ButtonColour.G, ButtonColour.B, 0f));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -10,7 +10,7 @@ using System.Linq;
|
||||
|
||||
namespace osu.Game.Screens.Play
|
||||
{
|
||||
public class FailOverlay : MenuOverlay
|
||||
public class FailOverlay : GameplayMenuOverlay
|
||||
{
|
||||
public override string Header => "failed";
|
||||
public override string Description => "you're dead, try again?";
|
||||
@ -18,15 +18,15 @@ namespace osu.Game.Screens.Play
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
AddButton("Retry", colours.YellowDark, OnRetry);
|
||||
AddButton("Quit", new Color4(170, 27, 39, 255), OnQuit);
|
||||
AddButton("Retry", colours.YellowDark, () => OnRetry?.Invoke());
|
||||
AddButton("Quit", new Color4(170, 27, 39, 255), () => OnQuit?.Invoke());
|
||||
}
|
||||
|
||||
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
|
||||
{
|
||||
if (!args.Repeat && args.Key == Key.Escape)
|
||||
{
|
||||
Buttons.Children.Last().TriggerOnClick();
|
||||
InternalButtons.Children.Last().TriggerOnClick();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -13,10 +13,12 @@ using osu.Game.Graphics;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using OpenTK.Input;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace osu.Game.Screens.Play
|
||||
{
|
||||
public abstract class MenuOverlay : OverlayContainer, IRequireHighFrequencyMousePosition
|
||||
public abstract class GameplayMenuOverlay : OverlayContainer, IRequireHighFrequencyMousePosition
|
||||
{
|
||||
private const int transition_duration = 200;
|
||||
private const int button_height = 70;
|
||||
@ -30,75 +32,16 @@ namespace osu.Game.Screens.Play
|
||||
public abstract string Header { get; }
|
||||
public abstract string Description { get; }
|
||||
|
||||
protected FillFlowContainer<DialogButton> Buttons;
|
||||
|
||||
public int Retries
|
||||
{
|
||||
set
|
||||
{
|
||||
if (retryCounterContainer != null)
|
||||
{
|
||||
// "You've retried 1,065 times in this session"
|
||||
// "You've retried 1 time in this session"
|
||||
|
||||
retryCounterContainer.Children = new Drawable[]
|
||||
{
|
||||
new OsuSpriteText
|
||||
{
|
||||
Text = "You've retried ",
|
||||
Shadow = true,
|
||||
ShadowColour = new Color4(0, 0, 0, 0.25f),
|
||||
TextSize = 18
|
||||
},
|
||||
new OsuSpriteText
|
||||
{
|
||||
Text = $"{value:n0}",
|
||||
Font = @"Exo2.0-Bold",
|
||||
Shadow = true,
|
||||
ShadowColour = new Color4(0, 0, 0, 0.25f),
|
||||
TextSize = 18
|
||||
},
|
||||
new OsuSpriteText
|
||||
{
|
||||
Text = $" time{(value == 1 ? "" : "s")} in this session",
|
||||
Shadow = true,
|
||||
ShadowColour = new Color4(0, 0, 0, 0.25f),
|
||||
TextSize = 18
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
protected internal FillFlowContainer<DialogButton> InternalButtons;
|
||||
public IReadOnlyList<DialogButton> Buttons => InternalButtons;
|
||||
|
||||
private FillFlowContainer retryCounterContainer;
|
||||
|
||||
public override bool HandleInput => State == Visibility.Visible;
|
||||
|
||||
protected override void PopIn() => this.FadeIn(transition_duration, Easing.In);
|
||||
protected override void PopOut() => this.FadeOut(transition_duration, Easing.In);
|
||||
|
||||
// Don't let mouse down events through the overlay or people can click circles while paused.
|
||||
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args) => true;
|
||||
|
||||
protected override bool OnMouseUp(InputState state, MouseUpEventArgs args) => true;
|
||||
|
||||
protected override bool OnMouseMove(InputState state) => true;
|
||||
|
||||
protected void AddButton(string text, Color4 colour, Action action)
|
||||
protected GameplayMenuOverlay()
|
||||
{
|
||||
Buttons.Add(new Button
|
||||
{
|
||||
Text = text,
|
||||
ButtonColour = colour,
|
||||
Origin = Anchor.TopCentre,
|
||||
Anchor = Anchor.TopCentre,
|
||||
Height = button_height,
|
||||
Action = delegate
|
||||
{
|
||||
action?.Invoke();
|
||||
Hide();
|
||||
}
|
||||
});
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
|
||||
StateChanged += s => selectionIndex = -1;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
@ -154,7 +97,7 @@ namespace osu.Game.Screens.Play
|
||||
}
|
||||
}
|
||||
},
|
||||
Buttons = new FillFlowContainer<DialogButton>
|
||||
InternalButtons = new FillFlowContainer<DialogButton>
|
||||
{
|
||||
Origin = Anchor.TopCentre,
|
||||
Anchor = Anchor.TopCentre,
|
||||
@ -182,13 +125,140 @@ namespace osu.Game.Screens.Play
|
||||
Retries = 0;
|
||||
}
|
||||
|
||||
protected MenuOverlay()
|
||||
public int Retries
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
set
|
||||
{
|
||||
if (retryCounterContainer != null)
|
||||
{
|
||||
// "You've retried 1,065 times in this session"
|
||||
// "You've retried 1 time in this session"
|
||||
|
||||
retryCounterContainer.Children = new Drawable[]
|
||||
{
|
||||
new OsuSpriteText
|
||||
{
|
||||
Text = "You've retried ",
|
||||
Shadow = true,
|
||||
ShadowColour = new Color4(0, 0, 0, 0.25f),
|
||||
TextSize = 18
|
||||
},
|
||||
new OsuSpriteText
|
||||
{
|
||||
Text = $"{value:n0}",
|
||||
Font = @"Exo2.0-Bold",
|
||||
Shadow = true,
|
||||
ShadowColour = new Color4(0, 0, 0, 0.25f),
|
||||
TextSize = 18
|
||||
},
|
||||
new OsuSpriteText
|
||||
{
|
||||
Text = $" time{(value == 1 ? "" : "s")} in this session",
|
||||
Shadow = true,
|
||||
ShadowColour = new Color4(0, 0, 0, 0.25f),
|
||||
TextSize = 18
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class Button : DialogButton
|
||||
public override bool HandleInput => State == Visibility.Visible;
|
||||
|
||||
protected override void PopIn() => this.FadeIn(transition_duration, Easing.In);
|
||||
protected override void PopOut() => this.FadeOut(transition_duration, Easing.In);
|
||||
|
||||
// Don't let mouse down events through the overlay or people can click circles while paused.
|
||||
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args) => true;
|
||||
|
||||
protected override bool OnMouseUp(InputState state, MouseUpEventArgs args) => true;
|
||||
|
||||
protected override bool OnMouseMove(InputState state) => true;
|
||||
|
||||
protected void AddButton(string text, Color4 colour, Action action)
|
||||
{
|
||||
var button = new Button
|
||||
{
|
||||
Text = text,
|
||||
ButtonColour = colour,
|
||||
Origin = Anchor.TopCentre,
|
||||
Anchor = Anchor.TopCentre,
|
||||
Height = button_height,
|
||||
Action = delegate
|
||||
{
|
||||
action?.Invoke();
|
||||
Hide();
|
||||
}
|
||||
};
|
||||
|
||||
button.Selected.ValueChanged += s => buttonSelectionChanged(button, s);
|
||||
|
||||
InternalButtons.Add(button);
|
||||
}
|
||||
|
||||
private int _selectionIndex = -1;
|
||||
private int selectionIndex
|
||||
{
|
||||
get { return _selectionIndex; }
|
||||
set
|
||||
{
|
||||
if (_selectionIndex == value)
|
||||
return;
|
||||
|
||||
// Deselect the previously-selected button
|
||||
if (_selectionIndex != -1)
|
||||
InternalButtons[_selectionIndex].Selected.Value = false;
|
||||
|
||||
_selectionIndex = value;
|
||||
|
||||
// Select the newly-selected button
|
||||
if (_selectionIndex != -1)
|
||||
InternalButtons[_selectionIndex].Selected.Value = true;
|
||||
}
|
||||
}
|
||||
|
||||
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
|
||||
{
|
||||
if (args.Repeat)
|
||||
return false;
|
||||
|
||||
switch (args.Key)
|
||||
{
|
||||
case Key.Up:
|
||||
if (selectionIndex == -1 || selectionIndex == 0)
|
||||
selectionIndex = InternalButtons.Count - 1;
|
||||
else
|
||||
selectionIndex--;
|
||||
return true;
|
||||
case Key.Down:
|
||||
if (selectionIndex == -1 || selectionIndex == InternalButtons.Count - 1)
|
||||
selectionIndex = 0;
|
||||
else
|
||||
selectionIndex++;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private void buttonSelectionChanged(DialogButton button, bool isSelected)
|
||||
{
|
||||
if (!isSelected)
|
||||
selectionIndex = -1;
|
||||
else
|
||||
selectionIndex = InternalButtons.IndexOf(button);
|
||||
}
|
||||
|
||||
private class Button : DialogButton
|
||||
{
|
||||
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
|
||||
{
|
||||
if (args.Repeat || args.Key != Key.Enter || !Selected)
|
||||
return false;
|
||||
|
||||
OnClick(state);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -119,7 +119,7 @@ namespace osu.Game.Screens.Play
|
||||
base.Update();
|
||||
}
|
||||
|
||||
public class PauseOverlay : MenuOverlay
|
||||
public class PauseOverlay : GameplayMenuOverlay
|
||||
{
|
||||
public Action OnResume;
|
||||
|
||||
@ -130,7 +130,7 @@ namespace osu.Game.Screens.Play
|
||||
{
|
||||
if (!args.Repeat && args.Key == Key.Escape)
|
||||
{
|
||||
Buttons.Children.First().TriggerOnClick();
|
||||
InternalButtons.Children.First().TriggerOnClick();
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -140,9 +140,9 @@ namespace osu.Game.Screens.Play
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
AddButton("Continue", colours.Green, OnResume);
|
||||
AddButton("Retry", colours.YellowDark, OnRetry);
|
||||
AddButton("Quit", new Color4(170, 27, 39, 255), OnQuit);
|
||||
AddButton("Continue", colours.Green, () => OnResume?.Invoke());
|
||||
AddButton("Retry", colours.YellowDark, () => OnRetry?.Invoke());
|
||||
AddButton("Quit", new Color4(170, 27, 39, 255), () => OnQuit?.Invoke());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -725,7 +725,7 @@
|
||||
<Compile Include="Screens\Play\KeyCounterCollection.cs" />
|
||||
<Compile Include="Screens\Play\KeyCounterKeyboard.cs" />
|
||||
<Compile Include="Screens\Play\KeyCounterMouse.cs" />
|
||||
<Compile Include="Screens\Play\MenuOverlay.cs" />
|
||||
<Compile Include="Screens\Play\GameplayMenuOverlay.cs" />
|
||||
<Compile Include="Screens\Play\PauseContainer.cs" />
|
||||
<Compile Include="Screens\Play\Player.cs" />
|
||||
<Compile Include="Screens\Play\PlayerLoader.cs" />
|
||||
|
Loading…
Reference in New Issue
Block a user