// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using System.Linq; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Effects; using osu.Framework.Graphics.Shapes; using osu.Framework.Graphics.Sprites; using osu.Framework.Input.Events; using osu.Framework.Localisation; using osu.Game.Graphics.Backgrounds; using osu.Game.Graphics.Containers; using osuTK; using osuTK.Graphics; using osuTK.Input; namespace osu.Game.Overlays.Dialog { public abstract partial class PopupDialog : VisibilityContainer { public const float ENTER_DURATION = 500; public const float EXIT_DURATION = 200; private readonly Vector2 ringSize = new Vector2(100f); private readonly Vector2 ringMinifiedSize = new Vector2(20f); private readonly Vector2 buttonsEnterSpacing = new Vector2(0f, 50f); private readonly Container content; private readonly Container ring; private readonly FillFlowContainer buttonsContainer; private readonly SpriteIcon icon; private readonly TextFlowContainer header; private readonly TextFlowContainer body; private bool actionInvoked; public IconUsage Icon { get => icon.Icon; set => icon.Icon = value; } private LocalisableString headerText; public LocalisableString HeaderText { get => headerText; set { if (headerText == value) return; headerText = value; header.Text = value; } } private LocalisableString bodyText; public LocalisableString BodyText { get => bodyText; set { if (bodyText == value) return; bodyText = value; body.Text = value; } } public IEnumerable Buttons { get => buttonsContainer.Children; set { buttonsContainer.ChildrenEnumerable = value; foreach (PopupDialogButton b in value) { var action = b.Action; b.Action = () => { if (actionInvoked) return; actionInvoked = true; // Hide the dialog before running the action. // This is important as the code which is performed may check for a dialog being present (ie. `OsuGame.PerformFromScreen`) // and we don't want it to see the already dismissed dialog. Hide(); action?.Invoke(); }; } } } protected PopupDialog() { RelativeSizeAxes = Axes.Both; Children = new Drawable[] { content = new Container { RelativeSizeAxes = Axes.Both, Alpha = 0f, Children = new Drawable[] { new Container { RelativeSizeAxes = Axes.Both, Masking = true, EdgeEffect = new EdgeEffectParameters { Type = EdgeEffectType.Shadow, Colour = Color4.Black.Opacity(0.5f), Radius = 8, }, Children = new Drawable[] { new Box { RelativeSizeAxes = Axes.Both, Colour = Color4Extensions.FromHex(@"221a21"), }, new Triangles { RelativeSizeAxes = Axes.Both, ColourLight = Color4Extensions.FromHex(@"271e26"), ColourDark = Color4Extensions.FromHex(@"1e171e"), TriangleScale = 4, }, }, }, new FillFlowContainer { Anchor = Anchor.Centre, Origin = Anchor.BottomCentre, RelativeSizeAxes = Axes.X, AutoSizeAxes = Axes.Y, Direction = FillDirection.Vertical, Spacing = new Vector2(0f, 10f), Padding = new MarginPadding { Bottom = 10 }, Children = new Drawable[] { new Container { Origin = Anchor.TopCentre, Anchor = Anchor.TopCentre, Size = ringSize, Children = new Drawable[] { ring = new CircularContainer { Origin = Anchor.Centre, Anchor = Anchor.Centre, Masking = true, BorderColour = Color4.White, BorderThickness = 5f, Children = new Drawable[] { new Box { RelativeSizeAxes = Axes.Both, Colour = Color4.Black.Opacity(0), }, icon = new SpriteIcon { Origin = Anchor.Centre, Anchor = Anchor.Centre, Icon = FontAwesome.Solid.TimesCircle, Size = new Vector2(50), }, }, }, }, }, header = new OsuTextFlowContainer(t => t.Font = t.Font.With(size: 25)) { Origin = Anchor.TopCentre, Anchor = Anchor.TopCentre, RelativeSizeAxes = Axes.X, AutoSizeAxes = Axes.Y, TextAnchor = Anchor.TopCentre, }, body = new OsuTextFlowContainer(t => t.Font = t.Font.With(size: 18)) { Origin = Anchor.TopCentre, Anchor = Anchor.TopCentre, TextAnchor = Anchor.TopCentre, RelativeSizeAxes = Axes.X, AutoSizeAxes = Axes.Y, Padding = new MarginPadding(5), }, }, }, buttonsContainer = new FillFlowContainer { Anchor = Anchor.Centre, Origin = Anchor.TopCentre, RelativeSizeAxes = Axes.X, AutoSizeAxes = Axes.Y, Direction = FillDirection.Vertical, }, }, }, }; // It's important we start in a visible state so our state fires on hide, even before load. // This is used by the dialog overlay to know when the dialog was dismissed. Show(); } /// /// Programmatically clicks the first . /// public void PerformOkAction() => PerformAction(); /// /// Programmatically clicks the first button of the provided type. /// public void PerformAction() where T : PopupDialogButton { // Buttons are regularly added in BDL or LoadComplete, so let's schedule to ensure // they are ready to be pressed. Scheduler.AddOnce(() => Buttons.OfType().FirstOrDefault()?.TriggerClick()); } protected override bool OnKeyDown(KeyDownEvent e) { if (e.Repeat) return false; // press button at number if 1-9 on number row or keypad are pressed var k = e.Key; if (k >= Key.Number1 && k <= Key.Number9) { pressButtonAtIndex(k - Key.Number1); return true; } if (k >= Key.Keypad1 && k <= Key.Keypad9) { pressButtonAtIndex(k - Key.Keypad1); return true; } return base.OnKeyDown(e); } protected override void PopIn() { actionInvoked = false; // Reset various animations but only if the dialog animation fully completed if (content.Alpha == 0) { buttonsContainer.TransformSpacingTo(buttonsEnterSpacing); buttonsContainer.MoveToY(buttonsEnterSpacing.Y); ring.ResizeTo(ringMinifiedSize); } content.FadeIn(ENTER_DURATION, Easing.OutQuint); ring.ResizeTo(ringSize, ENTER_DURATION, Easing.OutQuint); buttonsContainer.TransformSpacingTo(Vector2.Zero, ENTER_DURATION, Easing.OutQuint); buttonsContainer.MoveToY(0, ENTER_DURATION, Easing.OutQuint); } protected override void PopOut() { if (!actionInvoked) // In the case a user did not choose an action before a hide was triggered, press the last button. // This is presumed to always be a sane default "cancel" action. buttonsContainer.Last().TriggerClick(); content.FadeOut(EXIT_DURATION, Easing.InSine); } private void pressButtonAtIndex(int index) { if (index < Buttons.Count()) Buttons.Skip(index).First().TriggerClick(); } } }