// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Linq; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Bindables; using osu.Framework.Extensions.IEnumerableExtensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using osu.Framework.Localisation; using osu.Framework.Logging; using osu.Framework.Threading; using osu.Game.Graphics.Containers; using osu.Game.Overlays.Notifications; using osu.Game.Resources.Localisation.Web; using NotificationsStrings = osu.Game.Localisation.NotificationsStrings; namespace osu.Game.Overlays { public class NotificationOverlay : OsuFocusedOverlayContainer, INamedOverlayComponent, INotificationOverlay { public string IconTexture => "Icons/Hexacons/notification"; public LocalisableString Title => NotificationsStrings.HeaderTitle; public LocalisableString Description => NotificationsStrings.HeaderDescription; public const float WIDTH = 320; public const float TRANSITION_LENGTH = 600; private FlowContainer sections = null!; [Resolved] private AudioManager audio { get; set; } = null!; [Cached] private OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Purple); private readonly IBindable firstRunSetupVisibility = new Bindable(); [BackgroundDependencyLoader] private void load(FirstRunSetupOverlay? firstRunSetup) { X = WIDTH; Width = WIDTH; RelativeSizeAxes = Axes.Y; Children = new Drawable[] { new Box { RelativeSizeAxes = Axes.Both, Colour = colourProvider.Background4, }, new OsuScrollContainer { Masking = true, RelativeSizeAxes = Axes.Both, Children = new[] { sections = new FillFlowContainer { Direction = FillDirection.Vertical, AutoSizeAxes = Axes.Y, RelativeSizeAxes = Axes.X, Children = new[] { new NotificationSection(AccountsStrings.NotificationsTitle, new[] { typeof(SimpleNotification) }, "Clear All"), new NotificationSection(@"Running Tasks", new[] { typeof(ProgressNotification) }, @"Cancel All"), } } } } }; if (firstRunSetup != null) firstRunSetupVisibility.BindTo(firstRunSetup.State); } private ScheduledDelegate? notificationsEnabler; private void updateProcessingMode() { bool enabled = (OverlayActivationMode.Value == OverlayActivation.All && firstRunSetupVisibility.Value != Visibility.Visible) || State.Value == Visibility.Visible; notificationsEnabler?.Cancel(); if (enabled) // we want a slight delay before toggling notifications on to avoid the user becoming overwhelmed. notificationsEnabler = Scheduler.AddDelayed(() => processingPosts = true, State.Value == Visibility.Visible ? 0 : 1000); else processingPosts = false; } protected override void LoadComplete() { base.LoadComplete(); State.BindValueChanged(_ => updateProcessingMode()); firstRunSetupVisibility.BindValueChanged(_ => updateProcessingMode()); OverlayActivationMode.BindValueChanged(_ => updateProcessingMode(), true); } public IBindable UnreadCount => unreadCount; private readonly BindableInt unreadCount = new BindableInt(); private int runningDepth; private readonly Scheduler postScheduler = new Scheduler(); public override bool IsPresent => base.IsPresent || postScheduler.HasPendingTasks; private bool processingPosts = true; private double? lastSamplePlayback; public void Post(Notification notification) => postScheduler.Add(() => { ++runningDepth; Logger.Log($"⚠️ {notification.Text}"); notification.Closed += notificationClosed; if (notification is IHasCompletionTarget hasCompletionTarget) hasCompletionTarget.CompletionTarget = Post; var ourType = notification.GetType(); var section = sections.Children.FirstOrDefault(s => s.AcceptedNotificationTypes.Any(accept => accept.IsAssignableFrom(ourType))); section?.Add(notification, notification.DisplayOnTop ? -runningDepth : runningDepth); if (notification.IsImportant) Show(); updateCounts(); playDebouncedSample(notification.PopInSampleName); }); protected override void Update() { base.Update(); if (processingPosts) postScheduler.Update(); } protected override void PopIn() { base.PopIn(); this.MoveToX(0, TRANSITION_LENGTH, Easing.OutQuint); this.FadeTo(1, TRANSITION_LENGTH, Easing.OutQuint); } protected override void PopOut() { base.PopOut(); markAllRead(); this.MoveToX(WIDTH, TRANSITION_LENGTH, Easing.OutQuint); this.FadeTo(0, TRANSITION_LENGTH, Easing.OutQuint); } private void notificationClosed() { updateCounts(); // this debounce is currently shared between popin/popout sounds, which means one could potentially not play when the user is expecting it. // popout is constant across all notification types, and should therefore be handled using playback concurrency instead, but seems broken at the moment. playDebouncedSample("UI/overlay-pop-out"); } private void playDebouncedSample(string sampleName) { if (lastSamplePlayback == null || Time.Current - lastSamplePlayback > OsuGameBase.SAMPLE_DEBOUNCE_TIME) { audio.Samples.Get(sampleName)?.Play(); lastSamplePlayback = Time.Current; } } private void updateCounts() { unreadCount.Value = sections.Select(c => c.UnreadCount).Sum(); } private void markAllRead() { sections.Children.ForEach(s => s.MarkAllRead()); updateCounts(); } } }