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osu-lazer/osu.Game/Overlays/NotificationOverlay.cs

195 lines
6.5 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.Linq;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Overlays.Notifications;
using osu.Framework.Graphics.Shapes;
using osu.Game.Graphics.Containers;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Localisation;
using osu.Framework.Threading;
using osu.Game.Graphics;
using osu.Game.Localisation;
namespace osu.Game.Overlays
{
public class NotificationOverlay : OsuFocusedOverlayContainer, INamedOverlayComponent
{
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<NotificationSection> sections;
[Resolved]
private AudioManager audio { get; set; }
[BackgroundDependencyLoader]
private void load()
{
X = WIDTH;
Width = WIDTH;
RelativeSizeAxes = Axes.Y;
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.Gray(0.05f),
},
new OsuScrollContainer
{
Masking = true,
RelativeSizeAxes = Axes.Both,
Children = new[]
{
sections = new FillFlowContainer<NotificationSection>
{
Direction = FillDirection.Vertical,
AutoSizeAxes = Axes.Y,
RelativeSizeAxes = Axes.X,
Children = new[]
{
new NotificationSection(@"Notifications", @"Clear All")
{
AcceptTypes = new[] { typeof(SimpleNotification) }
},
new NotificationSection(@"Running Tasks", @"Cancel All")
{
AcceptTypes = new[] { typeof(ProgressNotification) }
}
}
}
}
}
};
}
private ScheduledDelegate notificationsEnabler;
private void updateProcessingMode()
{
bool enabled = OverlayActivationMode.Value == OverlayActivation.All || 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.ValueChanged += _ => updateProcessingMode();
OverlayActivationMode.BindValueChanged(_ => updateProcessingMode(), true);
}
public 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;
/// <summary>
/// Post a new notification for display.
/// </summary>
/// <param name="notification">The notification to display.</param>
public void Post(Notification notification) => postScheduler.Add(() =>
{
++runningDepth;
notification.Closed += notificationClosed;
if (notification is IHasCompletionTarget hasCompletionTarget)
hasCompletionTarget.CompletionTarget = Post;
var ourType = notification.GetType();
var section = sections.Children.FirstOrDefault(s => s.AcceptTypes.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();
}
}
}