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osu-lazer/osu.Game/Graphics/UserInterfaceV2/OsuPopover.cs
Joseph Madamba 776b60f3b3 Fix manual input manager test scenes not matching game input hierarchy
Fix popover using on key down

Fix popover not expiring when using global action
2023-01-10 15:35:26 -08:00

93 lines
2.7 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.
#nullable disable
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Effects;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Input.Bindings;
using osu.Game.Overlays;
using osuTK;
using osuTK.Input;
namespace osu.Game.Graphics.UserInterfaceV2
{
public partial class OsuPopover : Popover, IKeyBindingHandler<GlobalAction>
{
private const float fade_duration = 250;
private const double scale_duration = 500;
public OsuPopover(bool withPadding = true)
{
Content.Padding = withPadding ? new MarginPadding(20) : new MarginPadding();
Body.Masking = true;
Body.CornerRadius = 10;
Body.Margin = new MarginPadding(10);
Body.EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Shadow,
Offset = new Vector2(0, 2),
Radius = 5,
Colour = Colour4.Black.Opacity(0.3f)
};
}
[BackgroundDependencyLoader(true)]
private void load([CanBeNull] OverlayColourProvider colourProvider, OsuColour colours)
{
Background.Colour = Arrow.Colour = colourProvider?.Background4 ?? colours.GreySeaFoamDarker;
}
protected override Drawable CreateArrow() => Empty();
protected override void PopIn()
{
this.ScaleTo(1, scale_duration, Easing.OutElasticHalf);
this.FadeIn(fade_duration, Easing.OutQuint);
}
protected override void PopOut()
{
this.ScaleTo(0.7f, scale_duration, Easing.OutQuint);
this.FadeOut(fade_duration, Easing.OutQuint);
}
protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.Key == Key.Escape)
return false; // disable the framework-level handling of escape key for conformity (we use GlobalAction.Back).
return base.OnKeyDown(e);
}
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
if (e.Repeat)
return false;
if (State.Value == Visibility.Hidden)
return false;
if (e.Action == GlobalAction.Back)
{
this.HidePopover();
return true;
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
}
}