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osu-lazer/osu.Game/Overlays/ChangelogOverlay.cs
2019-05-15 18:21:06 +09:00

189 lines
5.9 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 osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Input.Bindings;
using osu.Game.Online.API.Requests;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Overlays.Changelog;
using osuTK.Graphics;
namespace osu.Game.Overlays
{
public class ChangelogOverlay : FullscreenOverlay
{
private ChangelogHeader header;
private BadgeDisplay badges;
private ChangelogContent listing;
private ChangelogContent content;
private ScrollContainer scroll;
private SampleChannel sampleBack;
private float savedScrollPosition;
[BackgroundDependencyLoader]
private void load(AudioManager audio, OsuColour colour)
{
// these possibly need adjusting?
Waves.FirstWaveColour = colour.Violet;
Waves.SecondWaveColour = OsuColour.FromHex(@"8F03BF");
Waves.ThirdWaveColour = OsuColour.FromHex(@"600280");
Waves.FourthWaveColour = OsuColour.FromHex(@"300140");
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = new Color4(49, 36, 54, 255),
},
scroll = new ScrollContainer
{
RelativeSizeAxes = Axes.Both,
ScrollbarVisible = false,
Child = new ReverseChildIDFillFlowContainer<Drawable>
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Children = new Drawable[]
{
header = new ChangelogHeader(),
badges = new BadgeDisplay(),
listing = new ChangelogContent(),
content = new ChangelogContent()
},
},
},
};
header.ListingSelected += ShowListing;
badges.Selected += ShowBuild;
listing.BuildSelected += ShowBuild;
content.BuildSelected += ShowBuild;
sampleBack = audio.Sample.Get(@"UI/generic-select-soft"); // @"UI/screen-back" feels non-fitting here
}
protected override void LoadComplete()
{
base.LoadComplete();
fetchListing();
}
protected override void PopIn()
{
base.PopIn();
FadeEdgeEffectTo(0.25f, WaveContainer.APPEAR_DURATION, Easing.In);
}
protected override void PopOut()
{
base.PopOut();
FadeEdgeEffectTo(0, WaveContainer.DISAPPEAR_DURATION, Easing.Out);
}
public override bool OnPressed(GlobalAction action)
{
switch (action)
{
case GlobalAction.Back:
if (isAtListing)
{
if (scroll.Current > scroll.GetChildPosInContent(listing))
{
scroll.ScrollTo(0);
sampleBack?.Play();
}
else
State = Visibility.Hidden;
}
else
{
ShowListing();
sampleBack?.Play();
}
return true;
}
return false;
}
private void fetchListing()
{
header.ShowListing();
var req = new GetChangelogRequest();
req.Success += res =>
{
listing.ShowListing(res.Builds);
badges.Populate(res.Streams);
};
API.Queue(req);
}
private bool isAtListing;
public void ShowListing()
{
isAtListing = true;
header.ShowListing();
content.Hide();
badges.SelectNone();
listing.Show();
scroll.ScrollTo(savedScrollPosition);
}
/// <summary>
/// Fetches and shows a specific build from a specific update stream.
/// </summary>
/// <param name="build">Must contain at least <see cref="APIUpdateStream.Name"/> and
/// <see cref="APIChangelogBuild.Version"/>. If <see cref="APIUpdateStream.DisplayName"/> and
/// <see cref="APIChangelogBuild.DisplayVersion"/> are specified, the header will instantly display them.</param>
public void ShowBuild(APIChangelogBuild build)
{
header.ShowBuild(build.UpdateStream.DisplayName, build.DisplayVersion);
badges.SelectUpdateStream(build.UpdateStream.Name);
listing.Hide();
void displayBuild(APIChangelogBuild populatedBuild)
{
content.Show();
content.ShowBuild(populatedBuild);
if (scroll.Current > scroll.GetChildPosInContent(content))
scroll.ScrollTo(content);
if (isAtListing)
savedScrollPosition = scroll.Current;
isAtListing = false;
}
if (build.Versions != null)
displayBuild(build);
else
{
var req = new GetChangelogBuildRequest(build.UpdateStream.Name, build.Version);
req.Success += displayBuild;
API.Queue(req);
}
}
}
}