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osu-lazer/osu.Game/GameModes/Menu/ButtonSystem.cs
Thomas Müller 68476eafb9 Use DrawSize instead of Size whereever Size was previously read due to framework changes.
Note, that this was just stupid replacement. Many components will likely want to actually read Size and not DrawSize. We may want to do a pass over this at some point, but for now everything is working like this. (Old behavior.)
2016-10-18 18:53:31 +02:00

293 lines
11 KiB
C#

//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Transformations;
using osu.Framework.Input;
using osu.Game.Graphics;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Input;
using osu.Framework;
namespace osu.Game.GameModes.Menu
{
public partial class ButtonSystem : Container, IStateful<MenuState>
{
public Action OnEdit;
public Action OnExit;
public Action OnDirect;
public Action OnSolo;
public Action OnSettings;
public Action OnMulti;
public Action OnChart;
public Action OnTest;
private FlowContainerWithOrigin buttonFlow;
//todo: make these non-internal somehow.
internal const float button_area_height = 100;
internal const float button_width = 140f;
internal const float wedge_width = 20;
public const int EXIT_DELAY = 3000;
private OsuLogo osuLogo;
private Drawable iconFacade;
private Container buttonArea;
private Box buttonAreaBackground;
private Button backButton;
private Button settingsButton;
List<Button> buttonsTopLevel = new List<Button>();
List<Button> buttonsPlay = new List<Button>();
public ButtonSystem()
{
RelativeSizeAxes = Axes.Both;
}
public override void Load(BaseGame game)
{
base.Load(game);
Children = new Drawable[]
{
buttonArea = new Container
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.X,
Size = new Vector2(1, button_area_height),
Alpha = 0,
Children = new Drawable[]
{
buttonAreaBackground = new Box
{
RelativeSizeAxes = Axes.Both,
Size = new Vector2(2, 1),
Colour = new Color4(50, 50, 50, 255),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
buttonFlow = new FlowContainerWithOrigin
{
Direction = FlowDirection.HorizontalOnly,
Anchor = Anchor.Centre,
Spacing = new Vector2(-wedge_width, 0),
Children = new Drawable[]
{
settingsButton = new Button(@"settings", @"options", FontAwesome.gear, new Color4(85, 85, 85, 255), OnSettings, -wedge_width, Key.O),
backButton = new Button(@"back", @"back", FontAwesome.fa_osu_left_o, new Color4(51, 58, 94, 255), onBack, -wedge_width, Key.Escape),
iconFacade = new Container //need a container to make the osu! icon flow properly.
{
Size = new Vector2(0, button_area_height)
}
},
CentreTarget = iconFacade
}
}
},
osuLogo = new OsuLogo
{
Action = onOsuLogo,
Origin = Anchor.Centre,
Anchor = Anchor.Centre
}
};
buttonFlow.Position = new Vector2(wedge_width * 2 - (button_width + osuLogo.SizeForFlow / 4), 0);
buttonsPlay.Add(new Button(@"solo", @"freeplay", FontAwesome.user, new Color4(102, 68, 204, 255), OnSolo, wedge_width, Key.P));
buttonsPlay.Add(new Button(@"multi", @"multiplayer", FontAwesome.users, new Color4(94, 63, 186, 255), OnMulti, 0, Key.M));
buttonsPlay.Add(new Button(@"chart", @"charts", FontAwesome.fa_osu_charts, new Color4(80, 53, 160, 255), OnChart));
buttonsTopLevel.Add(new Button(@"play", @"play", FontAwesome.fa_osu_logo, new Color4(102, 68, 204, 255), onPlay, wedge_width, Key.P));
buttonsTopLevel.Add(new Button(@"osu!editor", @"edit", FontAwesome.fa_osu_edit_o, new Color4(238, 170, 0, 255), OnEdit, 0, Key.E));
buttonsTopLevel.Add(new Button(@"osu!direct", @"direct", FontAwesome.fa_osu_chevron_down_o, new Color4(165, 204, 0, 255), OnDirect, 0, Key.D));
buttonsTopLevel.Add(new Button(@"exit", @"exit", FontAwesome.fa_osu_cross_o, new Color4(238, 51, 153, 255), onExit, 0, Key.Q));
buttonFlow.Add(buttonsPlay);
buttonFlow.Add(buttonsTopLevel);
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
switch (args.Key)
{
case Key.Space:
osuLogo.TriggerClick(state);
return true;
case Key.Escape:
if (State == MenuState.Initial)
return false;
State = MenuState.Initial;
return true;
}
return true;
}
private void onPlay()
{
State = MenuState.Play;
}
private void onExit()
{
State = MenuState.Exit;
OnExit?.Invoke();
}
private void onBack()
{
State = MenuState.TopLevel;
}
private void onOsuLogo()
{
switch (state)
{
case MenuState.Initial:
//Game.Audio.PlaySamplePositional(@"menuhit");
State = MenuState.TopLevel;
return;
case MenuState.TopLevel:
buttonsTopLevel.First().TriggerMouseDown();
return;
case MenuState.Play:
buttonsPlay.First().TriggerMouseDown();
return;
}
}
MenuState state;
public override bool HandleInput => state != MenuState.Exit;
public MenuState State
{
get
{
return state;
}
set
{
if (state == value) return;
MenuState lastState = state;
state = value;
//todo: figure a more elegant way of doing this.
buttonsTopLevel.ForEach(b => b.ContractStyle = 0);
buttonsPlay.ForEach(b => b.ContractStyle = 0);
backButton.ContractStyle = 0;
settingsButton.ContractStyle = 0;
switch (state)
{
case MenuState.Initial:
buttonAreaBackground.ScaleTo(Vector2.One, 500, EasingTypes.Out);
buttonArea.FadeOut(500);
osuLogo.Delay(150);
osuLogo.MoveTo(Vector2.Zero, 800, EasingTypes.OutExpo);
osuLogo.ScaleTo(1, 800, EasingTypes.OutExpo);
foreach (Button b in buttonsTopLevel)
b.State = ButtonState.Contracted;
foreach (Button b in buttonsPlay)
b.State = ButtonState.Contracted;
break;
case MenuState.TopLevel:
buttonAreaBackground.ScaleTo(Vector2.One, 200, EasingTypes.Out);
osuLogo.MoveTo(buttonFlow.DrawPosition, 200, EasingTypes.In);
osuLogo.ScaleTo(0.5f, 200, EasingTypes.In);
buttonArea.FadeIn(300);
if (lastState == MenuState.Initial)
//todo: this propagates to invisible children and causes delays later down the track (on first MenuState.Play)
buttonArea.Delay(150, true);
foreach (Button b in buttonsTopLevel)
b.State = ButtonState.Expanded;
foreach (Button b in buttonsPlay)
b.State = ButtonState.Contracted;
break;
case MenuState.Play:
foreach (Button b in buttonsTopLevel)
b.State = ButtonState.Exploded;
foreach (Button b in buttonsPlay)
b.State = ButtonState.Expanded;
break;
case MenuState.EnteringMode:
buttonAreaBackground.ScaleTo(new Vector2(2, 0), 300, EasingTypes.InSine);
buttonsTopLevel.ForEach(b => b.ContractStyle = 1);
buttonsPlay.ForEach(b => b.ContractStyle = 1);
backButton.ContractStyle = 1;
settingsButton.ContractStyle = 1;
foreach (Button b in buttonsTopLevel)
b.State = ButtonState.Contracted;
foreach (Button b in buttonsPlay)
b.State = ButtonState.Contracted;
break;
case MenuState.Exit:
buttonArea.FadeOut(200);
foreach (Button b in buttonsTopLevel)
b.State = ButtonState.Contracted;
foreach (Button b in buttonsPlay)
b.State = ButtonState.Contracted;
osuLogo.Delay(150);
osuLogo.ScaleTo(1f, EXIT_DELAY * 1.5f);
osuLogo.RotateTo(20, EXIT_DELAY * 1.5f);
osuLogo.FadeOut(EXIT_DELAY);
break;
}
backButton.State = state == MenuState.Play ? ButtonState.Expanded : ButtonState.Contracted;
settingsButton.State = state == MenuState.TopLevel ? ButtonState.Expanded : ButtonState.Contracted;
if (lastState == MenuState.Initial)
buttonArea.DelayReset();
}
}
protected override void Update()
{
//if (OsuGame.IdleTime > 6000 && State != MenuState.Exit)
// State = MenuState.Initial;
iconFacade.Width = osuLogo.SizeForFlow * 0.5f;
base.Update();
}
}
public enum MenuState
{
Initial,
TopLevel,
Play,
EnteringMode,
Exit,
}
}