// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Game.Input.Bindings; using osu.Game.Online.Rooms; using osu.Game.Screens.OnlinePlay.Match.Components; using osu.Game.Screens.Play; namespace osu.Game.Screens.OnlinePlay.Multiplayer { public partial class GameplayChatDisplay : MatchChatDisplay, IKeyBindingHandler { [Resolved(CanBeNull = true)] [CanBeNull] private ILocalUserPlayInfo localUserInfo { get; set; } private readonly IBindable localUserPlaying = new Bindable(); public override bool PropagatePositionalInputSubTree => !localUserPlaying.Value; public Bindable Expanded = new Bindable(); private readonly Bindable expandedFromTextBoxFocus = new Bindable(); private const float height = 100; public override bool PropagateNonPositionalInputSubTree => true; public GameplayChatDisplay(Room room) : base(room, leaveChannelOnDispose: false) { RelativeSizeAxes = Axes.X; Background.Alpha = 0.2f; TextBox.FocusLost = () => expandedFromTextBoxFocus.Value = false; } protected override bool OnHover(HoverEvent e) => true; // use UI mouse cursor. protected override void LoadComplete() { base.LoadComplete(); if (localUserInfo != null) localUserPlaying.BindTo(localUserInfo.IsPlaying); localUserPlaying.BindValueChanged(playing => { // for now let's never hold focus. this avoid misdirected gameplay keys entering chat. // note that this is done within this callback as it triggers an un-focus as well. TextBox.HoldFocus = false; // only hold focus (after sending a message) during breaks TextBox.ReleaseFocusOnCommit = playing.NewValue; }, true); Expanded.BindValueChanged(_ => updateExpandedState(), true); expandedFromTextBoxFocus.BindValueChanged(focus => { if (focus.NewValue) updateExpandedState(); else { // on finishing typing a message there should be a brief delay before hiding. using (BeginDelayedSequence(600)) updateExpandedState(); } }, true); } public bool OnPressed(KeyBindingPressEvent e) { switch (e.Action) { case GlobalAction.Back: if (TextBox.HasFocus) { Schedule(() => TextBox.KillFocus()); return true; } break; case GlobalAction.ToggleChatFocus: if (TextBox.HasFocus) { Schedule(() => TextBox.KillFocus()); } else { expandedFromTextBoxFocus.Value = true; // schedule required to ensure the textbox has become present from above bindable update. Schedule(() => TextBox.TakeFocus()); } return true; } return false; } public void OnReleased(KeyBindingReleaseEvent e) { } private void updateExpandedState() { if (Expanded.Value || expandedFromTextBoxFocus.Value) { this.FadeIn(300, Easing.OutQuint); this.ResizeHeightTo(height, 500, Easing.OutQuint); } else { this.FadeOut(300, Easing.OutQuint); this.ResizeHeightTo(0, 500, Easing.OutQuint); } } } }