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osu-lazer/osu.Game/Overlays/Notifications/ProgressNotification.cs
cdwcgt dbb366e279 CompletionText can be a LocalisableString
I can't find a reason for not doing this, probably this was forgotten in https://github.com/ppy/osu/pull/15440
2023-02-17 22:32:03 +09:00

321 lines
9.7 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.Threading;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.UserInterface;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Overlays.Notifications
{
public partial class ProgressNotification : Notification, IHasCompletionTarget
{
private const float loading_spinner_size = 22;
public Func<bool>? CancelRequested { get; set; }
protected override bool AllowFlingDismiss => false;
/// <summary>
/// The function to post completion notifications back to.
/// </summary>
public Action<Notification>? CompletionTarget { get; set; }
/// <summary>
/// An action to complete when the completion notification is clicked. Return true to close.
/// </summary>
public Func<bool>? CompletionClickAction { get; set; }
private LocalisableString text;
public override LocalisableString Text
{
get => text;
set
{
text = value;
Schedule(() => textDrawable.Text = text);
}
}
public LocalisableString CompletionText { get; set; } = "Task has completed!";
private float progress;
public float Progress
{
get => progress;
set
{
progress = value;
Scheduler.AddOnce(p => progressBar.Progress = p, progress);
}
}
protected override IconUsage CloseButtonIcon => FontAwesome.Solid.Times;
[Resolved]
private OverlayColourProvider colourProvider { get; set; } = null!;
protected override void LoadComplete()
{
base.LoadComplete();
// we may have received changes before we were displayed.
Scheduler.AddOnce(updateState);
}
private readonly CancellationTokenSource cancellationTokenSource = new CancellationTokenSource();
public CancellationToken CancellationToken => cancellationTokenSource.Token;
public ProgressNotificationState State
{
get => state;
set
{
if (state == value) return;
state = value;
Scheduler.AddOnce(updateState);
attemptPostCompletion();
}
}
private void updateState()
{
const double colour_fade_duration = 200;
switch (state)
{
case ProgressNotificationState.Queued:
Light.Colour = colourQueued;
Light.Pulsate = false;
progressBar.Active = false;
IconContent.FadeColour(ColourInfo.GradientVertical(colourQueued, colourQueued.Lighten(0.5f)), colour_fade_duration);
loadingSpinner.Show();
break;
case ProgressNotificationState.Active:
Light.Colour = colourActive;
Light.Pulsate = true;
progressBar.Active = true;
IconContent.FadeColour(ColourInfo.GradientVertical(colourActive, colourActive.Lighten(0.5f)), colour_fade_duration);
loadingSpinner.Show();
break;
case ProgressNotificationState.Cancelled:
cancellationTokenSource.Cancel();
IconContent.FadeColour(ColourInfo.GradientVertical(Color4.Gray, Color4.Gray.Lighten(0.5f)), colour_fade_duration);
loadingSpinner.Hide();
var icon = new SpriteIcon
{
Icon = FontAwesome.Solid.Ban,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(loading_spinner_size),
};
IconContent.Add(icon);
icon.FadeInFromZero(200, Easing.OutQuint);
Light.Colour = colourCancelled;
Light.Pulsate = false;
progressBar.Active = false;
break;
case ProgressNotificationState.Completed:
loadingSpinner.Hide();
attemptPostCompletion();
break;
}
}
private int completionSent;
/// <summary>
/// Attempt to post a completion notification.
/// </summary>
private void attemptPostCompletion()
{
if (state != ProgressNotificationState.Completed) return;
// This notification may not have been posted yet (and thus may not have a target to post the completion to).
// Completion posting will be re-attempted in a scheduled invocation.
if (CompletionTarget == null)
return;
// Thread-safe barrier, as this may be called by a web request and also scheduled to the update thread at the same time.
if (Interlocked.Exchange(ref completionSent, 1) == 1)
return;
CompletionTarget.Invoke(CreateCompletionNotification());
Close(false);
}
private ProgressNotificationState state;
protected virtual Notification CreateCompletionNotification() => new ProgressCompletionNotification
{
Activated = CompletionClickAction,
Text = CompletionText
};
public override bool DisplayOnTop => false;
public override bool IsImportant => false;
private readonly ProgressBar progressBar;
private Color4 colourQueued;
private Color4 colourActive;
private Color4 colourCancelled;
private LoadingSpinner loadingSpinner = null!;
private readonly TextFlowContainer textDrawable;
public ProgressNotification()
{
Content.Add(textDrawable = new OsuTextFlowContainer(t => t.Font = t.Font.With(size: 14, weight: FontWeight.Medium))
{
AutoSizeAxes = Axes.Y,
RelativeSizeAxes = Axes.X,
});
MainContent.Add(progressBar = new ProgressBar
{
Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
RelativeSizeAxes = Axes.X,
});
// make some extra space for the progress bar.
IconContent.Margin = new MarginPadding { Bottom = 5 };
State = ProgressNotificationState.Queued;
// don't close on click by default.
Activated = () => false;
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
colourQueued = colours.YellowDark;
colourActive = colours.Blue;
colourCancelled = colours.Red;
IconContent.AddRange(new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = colourProvider.Background5,
Depth = float.MaxValue,
},
loadingSpinner = new LoadingSpinner
{
Size = new Vector2(loading_spinner_size),
}
});
}
public override void Close(bool runFlingAnimation)
{
switch (State)
{
case ProgressNotificationState.Completed:
case ProgressNotificationState.Cancelled:
base.Close(runFlingAnimation);
break;
case ProgressNotificationState.Active:
case ProgressNotificationState.Queued:
if (CancelRequested?.Invoke() != false)
State = ProgressNotificationState.Cancelled;
break;
}
}
private partial class ProgressBar : Container
{
private readonly Box box;
private Color4 colourActive;
private Color4 colourInactive;
private float progress;
public float Progress
{
get => progress;
set
{
if (progress == value) return;
progress = value;
box.ResizeTo(new Vector2(progress, 1), 100, Easing.OutQuad);
}
}
private bool active;
public bool Active
{
get => active;
set
{
active = value;
this.FadeColour(active ? colourActive : colourInactive, 100);
}
}
public ProgressBar()
{
Children = new[]
{
box = new Box
{
RelativeSizeAxes = Axes.Both,
Width = 0,
}
};
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
colourActive = colours.Blue;
Colour = colourInactive = OsuColour.Gray(0.5f);
Height = 5;
}
}
}
public enum ProgressNotificationState
{
Queued,
Active,
Completed,
Cancelled
}
}