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osu-lazer/osu.Game/Overlays/ChangelogOverlay.cs
2018-07-23 20:36:24 +02:00

170 lines
5.7 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK;
using OpenTK.Graphics;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
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;
using osu.Game.Online.API.Requests;
using osu.Game.Overlays.Changelog;
using System;
namespace osu.Game.Overlays
{
public class ChangelogOverlay : WaveOverlayContainer
{
private readonly ChangelogHeader header;
private readonly ChangelogBadges badges;
private readonly ChangelogChart chart;
private readonly ChangelogContent content;
private readonly Color4 purple = new Color4(191, 4, 255, 255);
private APIAccess api;
private bool isAtListing;
public ChangelogOverlay()
{
// these possibly need adjusting?
Waves.FirstWaveColour = OsuColour.FromHex(@"bf04ff");
Waves.SecondWaveColour = OsuColour.FromHex(@"8F03BF");
Waves.ThirdWaveColour = OsuColour.FromHex(@"600280");
Waves.FourthWaveColour = OsuColour.FromHex(@"300140");
Anchor = Anchor.TopCentre;
Origin = Anchor.TopCentre;
RelativeSizeAxes = Axes.Both;
Width = 0.85f;
Masking = true;
EdgeEffect = new EdgeEffectParameters
{
Colour = Color4.Black.Opacity(0),
Type = EdgeEffectType.Shadow,
Radius = 3,
Offset = new Vector2(0f, 1f),
};
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = new Color4(49, 36, 54, 255),
},
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 ChangelogBadges(),
chart = new ChangelogChart(),
content = new ChangelogContent()
},
},
},
};
header.ListingSelected += FetchAndShowListing;
badges.Selected += onBuildSelected;
content.BuildSelected += onBuildSelected;
}
// receive input outside our bounds so we can trigger a close event on ourselves.
public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => true;
public override bool OnPressed(GlobalAction action)
{
switch (action)
{
case GlobalAction.Back:
if (isAtListing)
State = Visibility.Hidden;
else
FetchAndShowListing();
return true;
}
return false;
}
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);
}
private void onBuildSelected(string updateStream, string version, EventArgs e)
{
FetchAndShowBuild(updateStream, version);
}
[BackgroundDependencyLoader]
private void load(APIAccess api)
{
this.api = api;
}
protected override void LoadComplete()
{
var req = new GetChangelogLatestBuildsRequest();
req.Success += badges.Populate;
api.Queue(req);
FetchAndShowListing();
base.LoadComplete();
}
/// <summary>
/// Fetches and shows changelog listing.
/// </summary>
public void FetchAndShowListing()
{
isAtListing = true;
var req = new GetChangelogRequest();
header.ShowListing();
badges.SelectNone();
chart.ShowAllUpdateStreams();
req.Success += content.ShowListing;
api.Queue(req);
}
/// <summary>
/// Fetches and shows a specific build from a specific update stream.
/// </summary>
public void FetchAndShowBuild(string updateStream, string version, bool sentByBadges = false)
{
//// I should probably change this to take APIChangelog as an argument,
//// instantly update the header and badge, and if it doesn't contain the
//// needed info, just subscribe to when the info will be available
isAtListing = false;
var req = new GetChangelogBuildRequest(updateStream, version);
if (!sentByBadges)
badges.SelectUpdateStream(updateStream);
chart.ShowUpdateStream(updateStream);
req.Success += content.ShowBuild;
req.Success += res => header.ShowBuild(res.UpdateStream.DisplayName, res.DisplayVersion);
api.Queue(req);
}
}
}