// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using System.Diagnostics; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Transformations; using osu.Game.Graphics; using OpenTK; using OpenTK.Graphics; namespace osu.Game.Overlays.Notifications { public class ProgressNotification : Notification, IHasCompletionTarget { private string text; public string Text { get { return text; } set { text = value; if (IsLoaded) textDrawable.Text = text; } } private float progress; public float Progress { get { return progress; } set { progress = value; if (IsLoaded) progressBar.Progress = progress; } } protected override void LoadComplete() { base.LoadComplete(); //we may have received changes before we were displayed. State = state; Progress = progress; } public virtual ProgressNotificationState State { get { return state; } set { bool stateChanged = state != value; state = value; if (IsLoaded) { switch (state) { case ProgressNotificationState.Queued: Light.Colour = colourQueued; Light.Pulsate = false; progressBar.Active = false; break; case ProgressNotificationState.Active: Light.Colour = colourActive; Light.Pulsate = true; progressBar.Active = true; break; case ProgressNotificationState.Cancelled: Light.Colour = colourCancelled; Light.Pulsate = false; progressBar.Active = false; break; } } if (stateChanged) { switch (state) { case ProgressNotificationState.Completed: NotificationContent.MoveToY(-DrawSize.Y / 2, 200, EasingTypes.OutQuint); FadeTo(0.01f, 200); //don't completely fade out or our scheduled task won't run. Delay(100); Schedule(Completed); break; } } } } private ProgressNotificationState state; protected virtual Notification CreateCompletionNotification() => new ProgressCompletionNotification(this) { Activated = CompletionClickAction, Text = $"Task \"{Text}\" has completed!" }; protected virtual void Completed() { CompletionTarget?.Invoke(CreateCompletionNotification()); } public override bool DisplayOnTop => false; private ProgressBar progressBar; private Color4 colourQueued; private Color4 colourActive; private Color4 colourCancelled; private SpriteText textDrawable; [BackgroundDependencyLoader] private void load(OsuColour colours) { colourQueued = colours.YellowDark; colourActive = colours.Blue; colourCancelled = colours.Red; IconContent.Add(new Box { RelativeSizeAxes = Axes.Both, }); Content.Add(textDrawable = new SpriteText { TextSize = 16, Colour = OsuColour.Gray(128), AutoSizeAxes = Axes.Y, RelativeSizeAxes = Axes.X, Text = text }); NotificationContent.Add(progressBar = new ProgressBar { Origin = Anchor.BottomLeft, Anchor = Anchor.BottomLeft, RelativeSizeAxes = Axes.X, }); State = ProgressNotificationState.Queued; } public override void Close() { switch (State) { case ProgressNotificationState.Cancelled: base.Close(); break; case ProgressNotificationState.Active: case ProgressNotificationState.Queued: State = ProgressNotificationState.Cancelled; break; } } /// /// The function to post completion notifications back to. /// public Action CompletionTarget { get; set; } /// /// An action to complete when the completion notification is clicked. /// public Func CompletionClickAction; class ProgressBar : Container { private Box box; private Color4 colourActive; private Color4 colourInactive; private float progress; public float Progress { get { return progress; } set { if (progress == value) return; progress = value; box.ResizeTo(new Vector2(progress, 1), 100, EasingTypes.OutQuad); } } private bool active; public bool Active { get { return active; } set { active = value; FadeColour(active ? colourActive : colourInactive, 100); } } [BackgroundDependencyLoader] private void load(OsuColour colours) { colourActive = colours.Blue; Colour = colourInactive = OsuColour.Gray(0.5f); Height = 5; Children = new[] { box = new Box { RelativeSizeAxes = Axes.Both, Width = 0, } }; } } } public enum ProgressNotificationState { Queued, Active, Completed, Cancelled } }