using OpenTK; using OpenTK.Graphics; using OpenTK.Input; using osu.Framework; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Primitives; using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Transformations; using osu.Framework.Input; using osu.Game.Graphics; using System; namespace osu.Game.GameModes.Menu { /// /// Button designed specifically for the osu!next main menu. /// In order to correctly flow, we have to use a negative margin on the parent container (due to the parallelogram shape). /// public class Button : AutoSizeContainer, IStateful { private Container iconText; private Box box; private Color4 colour; private TextAwesome icon; private string internalName; private readonly FontAwesome symbol; private Action clickAction; private readonly float extraWidth; private Key triggerKey; private string text; public override bool Contains(Vector2 screenSpacePos) { return box.Contains(screenSpacePos); } public Button(string text, string internalName, FontAwesome symbol, Color4 colour, Action clickAction = null, float extraWidth = 0, Key triggerKey = Key.Unknown) { this.internalName = internalName; this.symbol = symbol; this.colour = colour; this.clickAction = clickAction; this.extraWidth = extraWidth; this.triggerKey = triggerKey; this.text = text; } public override void Load(BaseGame game) { base.Load(game); Alpha = 0; Vector2 boxSize = new Vector2(ButtonSystem.button_width + Math.Abs(extraWidth), ButtonSystem.button_area_height); Children = new Drawable[] { box = new Box { Anchor = Anchor.Centre, Origin = Anchor.Centre, Colour = colour, Scale = new Vector2(0, 1), Size = boxSize, Shear = new Vector2(ButtonSystem.wedge_width / boxSize.Y, 0), }, iconText = new AutoSizeContainer { Position = new Vector2(extraWidth / 2, 0), Anchor = Anchor.Centre, Origin = Anchor.Centre, Children = new Drawable[] { icon = new TextAwesome { Anchor = Anchor.Centre, TextSize = 30, Position = new Vector2(0, 0), Icon = symbol }, new SpriteText { Direction = FlowDirection.HorizontalOnly, Anchor = Anchor.Centre, Origin = Anchor.Centre, TextSize = 16, Position = new Vector2(0, 35), Text = text } } } }; } protected override bool OnHover(InputState state) { if (State != ButtonState.Expanded) return true; //if (OsuGame.Instance.IsActive) // Game.Audio.PlaySamplePositional($@"menu-{internalName}-hover", @"menuclick"); box.ScaleTo(new Vector2(1.5f, 1), 500, EasingTypes.OutElastic); int duration = 0; //(int)(Game.Audio.BeatLength / 2); if (duration == 0) duration = 250; icon.ClearTransformations(); icon.ScaleTo(1, 500, EasingTypes.OutElasticHalf); double offset = 0; //(1 - Game.Audio.SyncBeatProgress) * duration; double startTime = Time + offset; icon.RotateTo(10, offset, EasingTypes.InOutSine); icon.ScaleTo(new Vector2(1, 0.9f), offset, EasingTypes.Out); icon.Transforms.Add(new TransformRotation(Clock) { StartValue = -10, EndValue = 10, StartTime = startTime, EndTime = startTime + duration * 2, Easing = EasingTypes.InOutSine, LoopCount = -1, LoopDelay = duration * 2 }); icon.Transforms.Add(new TransformPosition(Clock) { StartValue = Vector2.Zero, EndValue = new Vector2(0, -10), StartTime = startTime, EndTime = startTime + duration, Easing = EasingTypes.Out, LoopCount = -1, LoopDelay = duration }); icon.Transforms.Add(new TransformScaleVector(Clock) { StartValue = new Vector2(1, 0.9f), EndValue = Vector2.One, StartTime = startTime, EndTime = startTime + duration, Easing = EasingTypes.Out, LoopCount = -1, LoopDelay = duration }); icon.Transforms.Add(new TransformPosition(Clock) { StartValue = new Vector2(0, -10), EndValue = Vector2.Zero, StartTime = startTime + duration, EndTime = startTime + duration * 2, Easing = EasingTypes.In, LoopCount = -1, LoopDelay = duration }); icon.Transforms.Add(new TransformScaleVector(Clock) { StartValue = Vector2.One, EndValue = new Vector2(1, 0.9f), StartTime = startTime + duration, EndTime = startTime + duration * 2, Easing = EasingTypes.In, LoopCount = -1, LoopDelay = duration }); icon.Transforms.Add(new TransformRotation(Clock) { StartValue = 10, EndValue = -10, StartTime = startTime + duration * 2, EndTime = startTime + duration * 4, Easing = EasingTypes.InOutSine, LoopCount = -1, LoopDelay = duration * 2 }); return true; } protected override void OnHoverLost(InputState state) { icon.ClearTransformations(); icon.RotateTo(0, 500, EasingTypes.Out); icon.MoveTo(Vector2.Zero, 500, EasingTypes.Out); icon.ScaleTo(0.7f, 500, EasingTypes.OutElasticHalf); icon.ScaleTo(Vector2.One, 200, EasingTypes.Out); if (State == ButtonState.Expanded) box.ScaleTo(new Vector2(1, 1), 500, EasingTypes.OutElastic); } protected override bool OnMouseDown(InputState state, MouseDownEventArgs args) { trigger(); return true; } protected override bool OnKeyDown(InputState state, KeyDownEventArgs args) { base.OnKeyDown(state, args); if (triggerKey == args.Key && triggerKey != Key.Unknown) { trigger(); return true; } return false; } private void trigger() { //Game.Audio.PlaySamplePositional($@"menu-{internalName}-click", internalName.Contains(@"back") ? @"menuback" : @"menuhit"); clickAction?.Invoke(); //box.FlashColour(ColourHelper.Lighten2(colour, 0.7f), 200); } public override bool HandleInput => state != ButtonState.Exploded && box.Scale.X >= 0.8f; protected override void Update() { iconText.Alpha = MathHelper.Clamp((box.Scale.X - 0.5f) / 0.3f, 0, 1); base.Update(); } public int ContractStyle; ButtonState state; public ButtonState State { get { return state; } set { if (state == value) return; state = value; switch (state) { case ButtonState.Contracted: switch (ContractStyle) { default: box.ScaleTo(new Vector2(0, 1), 500, EasingTypes.OutExpo); FadeOut(500); break; case 1: box.ScaleTo(new Vector2(0, 1), 400, EasingTypes.InSine); FadeOut(800); break; } break; case ButtonState.Expanded: const int expand_duration = 500; box.ScaleTo(new Vector2(1, 1), expand_duration, EasingTypes.OutExpo); FadeIn(expand_duration / 6); break; case ButtonState.Exploded: const int explode_duration = 200; box.ScaleTo(new Vector2(2, 1), explode_duration, EasingTypes.OutExpo); FadeOut(explode_duration / 4 * 3); break; } } } } public enum ButtonState { Contracted, Expanded, Exploded } }