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osu-lazer/osu.Game/Screens/Menu/ButtonSystem.cs

331 lines
12 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Bindings;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Framework.Threading;
using osu.Game.Graphics;
using osu.Game.Input;
using osu.Game.Input.Bindings;
using osu.Game.Online.API;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
using osuTK;
using osuTK.Graphics;
using osuTK.Input;
namespace osu.Game.Screens.Menu
{
public class ButtonSystem : Container, IStateful<ButtonSystemState>, IKeyBindingHandler<GlobalAction>
{
public event Action<ButtonSystemState> StateChanged;
private readonly IBindable<bool> isIdle = new BindableBool();
public Action OnEdit;
public Action OnExit;
public Action OnDirect;
public Action OnSolo;
public Action OnSettings;
public Action OnMulti;
public Action OnChart;
public const float BUTTON_WIDTH = 140f;
public const float WEDGE_WIDTH = 20;
private OsuLogo logo;
public void SetOsuLogo(OsuLogo logo)
{
this.logo = logo;
if (this.logo != null)
{
this.logo.Action = onOsuLogo;
// osuLogo.SizeForFlow relies on loading to be complete.
buttonArea.Flow.Position = new Vector2(WEDGE_WIDTH * 2 - (BUTTON_WIDTH + this.logo.SizeForFlow / 4), 0);
updateLogoState();
}
}
private readonly Drawable iconFacade;
private readonly ButtonArea buttonArea;
private readonly Button backButton;
private readonly List<Button> buttonsTopLevel = new List<Button>();
private readonly List<Button> buttonsPlay = new List<Button>();
private SampleChannel sampleBack;
public ButtonSystem()
{
RelativeSizeAxes = Axes.Both;
Child = buttonArea = new ButtonArea();
buttonArea.AddRange(new[]
{
new Button(@"settings", string.Empty, FontAwesome.fa_gear, new Color4(85, 85, 85, 255), () => OnSettings?.Invoke(), -WEDGE_WIDTH, Key.O),
backButton = new Button(@"back", @"button-back-select", FontAwesome.fa_osu_left_o, new Color4(51, 58, 94, 255), () => State = ButtonSystemState.TopLevel, -WEDGE_WIDTH)
{
VisibleState = ButtonSystemState.Play,
},
iconFacade = new Container //need a container to make the osu! icon flow properly.
{
Size = new Vector2(0, ButtonArea.BUTTON_AREA_HEIGHT)
}
});
buttonArea.Flow.CentreTarget = iconFacade;
}
[Resolved(CanBeNull = true)]
private OsuGame game { get; set; }
[Resolved]
private APIAccess api { get; set; }
[Resolved(CanBeNull = true)]
private NotificationOverlay notifications { get; set; }
[BackgroundDependencyLoader(true)]
private void load(AudioManager audio, IdleTracker idleTracker, GameHost host)
{
buttonsPlay.Add(new Button(@"solo", @"button-solo-select", FontAwesome.fa_user, new Color4(102, 68, 204, 255), () => OnSolo?.Invoke(), WEDGE_WIDTH, Key.P));
buttonsPlay.Add(new Button(@"multi", @"button-generic-select", FontAwesome.fa_users, new Color4(94, 63, 186, 255), onMulti, 0, Key.M));
buttonsPlay.Add(new Button(@"chart", @"button-generic-select", FontAwesome.fa_osu_charts, new Color4(80, 53, 160, 255), () => OnChart?.Invoke()));
buttonsPlay.ForEach(b => b.VisibleState = ButtonSystemState.Play);
buttonsTopLevel.Add(new Button(@"play", @"button-play-select", FontAwesome.fa_osu_logo, new Color4(102, 68, 204, 255), () => State = ButtonSystemState.Play, WEDGE_WIDTH, Key.P));
buttonsTopLevel.Add(new Button(@"osu!editor", @"button-generic-select", FontAwesome.fa_osu_edit_o, new Color4(238, 170, 0, 255), () => OnEdit?.Invoke(), 0, Key.E));
buttonsTopLevel.Add(new Button(@"osu!direct", @"button-direct-select", FontAwesome.fa_osu_chevron_down_o, new Color4(165, 204, 0, 255), () => OnDirect?.Invoke(), 0, Key.D));
if (host.CanExit)
buttonsTopLevel.Add(new Button(@"exit", string.Empty, FontAwesome.fa_osu_cross_o, new Color4(238, 51, 153, 255), () => OnExit?.Invoke(), 0, Key.Q));
buttonArea.AddRange(buttonsPlay);
buttonArea.AddRange(buttonsTopLevel);
isIdle.ValueChanged += idle => updateIdleState(idle.NewValue);
if (idleTracker != null) isIdle.BindTo(idleTracker.IsIdle);
sampleBack = audio.Sample.Get(@"Menu/button-back-select");
}
private void onMulti()
{
if (!api.IsLoggedIn)
{
notifications?.Post(new SimpleNotification
{
Text = "You gotta be logged in to multi 'yo!",
Icon = FontAwesome.fa_globe
});
return;
}
OnMulti?.Invoke();
}
private void updateIdleState(bool isIdle)
{
if (isIdle && State != ButtonSystemState.Exit)
State = ButtonSystemState.Initial;
}
public bool OnPressed(GlobalAction action)
{
switch (action)
{
case GlobalAction.Back:
return goBack();
case GlobalAction.Select:
logo?.Click();
return true;
default:
return false;
}
}
public bool OnReleased(GlobalAction action) => false;
private bool goBack()
{
switch (State)
{
case ButtonSystemState.TopLevel:
State = ButtonSystemState.Initial;
sampleBack?.Play();
return true;
case ButtonSystemState.Play:
backButton.Click();
return true;
default:
return false;
}
}
private bool onOsuLogo()
{
switch (state)
{
default:
return true;
case ButtonSystemState.Initial:
State = ButtonSystemState.TopLevel;
return true;
case ButtonSystemState.TopLevel:
buttonsTopLevel.First().Click();
return false;
case ButtonSystemState.Play:
buttonsPlay.First().Click();
return false;
}
}
private ButtonSystemState state = ButtonSystemState.Initial;
public override bool HandleNonPositionalInput => state != ButtonSystemState.Exit;
public override bool HandlePositionalInput => state != ButtonSystemState.Exit;
public ButtonSystemState State
{
get => state;
set
{
if (state == value) return;
ButtonSystemState lastState = state;
state = value;
if (game != null)
game.OverlayActivationMode.Value = state == ButtonSystemState.Exit ? OverlayActivation.Disabled : OverlayActivation.All;
updateLogoState(lastState);
Logger.Log($"{nameof(ButtonSystem)}'s state changed from {lastState} to {state}");
using (buttonArea.BeginDelayedSequence(lastState == ButtonSystemState.Initial ? 150 : 0, true))
{
buttonArea.ButtonSystemState = state;
foreach (var b in buttonArea.Children.OfType<Button>())
b.ButtonSystemState = state;
}
StateChanged?.Invoke(State);
}
}
private ScheduledDelegate logoDelayedAction;
private void updateLogoState(ButtonSystemState lastState = ButtonSystemState.Initial)
{
if (logo == null) return;
switch (state)
{
case ButtonSystemState.Exit:
case ButtonSystemState.Initial:
logoDelayedAction?.Cancel();
logoDelayedAction = Scheduler.AddDelayed(() =>
{
logoTracking = false;
game?.Toolbar.Hide();
logo.ClearTransforms(targetMember: nameof(Position));
logo.RelativePositionAxes = Axes.Both;
logo.MoveTo(new Vector2(0.5f), 800, Easing.OutExpo);
logo.ScaleTo(1, 800, Easing.OutExpo);
}, buttonArea.Alpha * 150);
break;
case ButtonSystemState.TopLevel:
case ButtonSystemState.Play:
switch (lastState)
{
case ButtonSystemState.TopLevel: // coming from toplevel to play
break;
case ButtonSystemState.Initial:
logo.ClearTransforms(targetMember: nameof(Position));
logo.RelativePositionAxes = Axes.None;
bool impact = logo.Scale.X > 0.6f;
if (lastState == ButtonSystemState.Initial)
logo.ScaleTo(0.5f, 200, Easing.In);
logo.MoveTo(logoTrackingPosition, lastState == ButtonSystemState.EnteringMode ? 0 : 200, Easing.In);
logoDelayedAction?.Cancel();
logoDelayedAction = Scheduler.AddDelayed(() =>
{
logoTracking = true;
if (impact)
logo.Impact();
game?.Toolbar.Show();
}, 200);
break;
default:
logo.ClearTransforms(targetMember: nameof(Position));
logo.RelativePositionAxes = Axes.None;
logoTracking = true;
logo.ScaleTo(0.5f, 200, Easing.OutQuint);
break;
}
break;
case ButtonSystemState.EnteringMode:
logoTracking = true;
break;
}
}
private Vector2 logoTrackingPosition => logo.Parent.ToLocalSpace(iconFacade.ScreenSpaceDrawQuad.Centre);
private bool logoTracking;
protected override void Update()
{
base.Update();
if (logo != null)
{
if (logoTracking && logo.RelativePositionAxes == Axes.None && iconFacade.IsLoaded)
logo.Position = logoTrackingPosition;
iconFacade.Width = logo.SizeForFlow * 0.5f;
}
}
}
public enum ButtonSystemState
{
Exit,
Initial,
TopLevel,
Play,
EnteringMode,
}
}