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osu-lazer/osu.Game/Screens/Menu/MainMenuButton.cs
2022-06-17 16:37:17 +09:00

332 lines
11 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 System;
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Audio.Track;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Game.Graphics.Sprites;
using osuTK;
using osuTK.Graphics;
using osuTK.Input;
using osu.Framework.Extensions.Color4Extensions;
using osu.Game.Graphics.Containers;
using osu.Framework.Graphics.Effects;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Input.Events;
using osu.Framework.Localisation;
using osu.Game.Beatmaps.ControlPoints;
namespace osu.Game.Screens.Menu
{
/// <summary>
/// Button designed specifically for the osu!next main menu.
/// In order to correctly flow, we have to use a negative margin on the parent container (due to the parallelogram shape).
/// </summary>
public class MainMenuButton : BeatSyncedContainer, IStateful<ButtonState>
{
public event Action<ButtonState> StateChanged;
public readonly Key TriggerKey;
private readonly Container iconText;
private readonly Container box;
private readonly Box boxHoverLayer;
private readonly SpriteIcon icon;
private readonly string sampleName;
/// <summary>
/// The menu state for which we are visible for.
/// </summary>
public ButtonSystemState VisibleState = ButtonSystemState.TopLevel;
private readonly Action clickAction;
private Sample sampleClick;
private Sample sampleHover;
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => box.ReceivePositionalInputAt(screenSpacePos);
public MainMenuButton(LocalisableString text, string sampleName, IconUsage symbol, Color4 colour, Action clickAction = null, float extraWidth = 0, Key triggerKey = Key.Unknown)
{
this.sampleName = sampleName;
this.clickAction = clickAction;
TriggerKey = triggerKey;
AutoSizeAxes = Axes.Both;
Alpha = 0;
Vector2 boxSize = new Vector2(ButtonSystem.BUTTON_WIDTH + Math.Abs(extraWidth), ButtonArea.BUTTON_AREA_HEIGHT);
Children = new Drawable[]
{
box = new Container
{
// box needs to be always present to ensure the button is always sized correctly for flow
AlwaysPresent = true,
Masking = true,
MaskingSmoothness = 2,
EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Shadow,
Colour = Color4.Black.Opacity(0.2f),
Roundness = 5,
Radius = 8,
},
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Scale = new Vector2(0, 1),
Size = boxSize,
Shear = new Vector2(ButtonSystem.WEDGE_WIDTH / boxSize.Y, 0),
Children = new[]
{
new Box
{
EdgeSmoothness = new Vector2(1.5f, 0),
RelativeSizeAxes = Axes.Both,
Colour = colour,
},
boxHoverLayer = new Box
{
EdgeSmoothness = new Vector2(1.5f, 0),
RelativeSizeAxes = Axes.Both,
Blending = BlendingParameters.Additive,
Colour = Color4.White,
Alpha = 0,
},
}
},
iconText = new Container
{
AutoSizeAxes = Axes.Both,
Position = new Vector2(extraWidth / 2, 0),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Children = new Drawable[]
{
icon = new SpriteIcon
{
Shadow = true,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(30),
Position = new Vector2(0, 0),
Icon = symbol
},
new OsuSpriteText
{
Shadow = true,
AllowMultiline = false,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Position = new Vector2(0, 35),
Text = text
}
}
}
};
}
private bool rightward;
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
if (!IsHovered) return;
double duration = timingPoint.BeatLength / 2;
icon.RotateTo(rightward ? 10 : -10, duration * 2, Easing.InOutSine);
icon.Animate(
i => i.MoveToY(-10, duration, Easing.Out),
i => i.ScaleTo(1, duration, Easing.Out)
).Then(
i => i.MoveToY(0, duration, Easing.In),
i => i.ScaleTo(new Vector2(1, 0.9f), duration, Easing.In)
);
rightward = !rightward;
}
protected override bool OnHover(HoverEvent e)
{
if (State != ButtonState.Expanded) return true;
sampleHover?.Play();
box.ScaleTo(new Vector2(1.5f, 1), 500, Easing.OutElastic);
double duration = TimeUntilNextBeat;
icon.ClearTransforms();
icon.RotateTo(rightward ? -10 : 10, duration, Easing.InOutSine);
icon.ScaleTo(new Vector2(1, 0.9f), duration, Easing.Out);
return true;
}
protected override void OnHoverLost(HoverLostEvent e)
{
icon.ClearTransforms();
icon.RotateTo(0, 500, Easing.Out);
icon.MoveTo(Vector2.Zero, 500, Easing.Out);
icon.ScaleTo(Vector2.One, 200, Easing.Out);
if (State == ButtonState.Expanded)
box.ScaleTo(new Vector2(1, 1), 500, Easing.OutElastic);
}
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
sampleHover = audio.Samples.Get(@"Menu/button-hover");
sampleClick = audio.Samples.Get(!string.IsNullOrEmpty(sampleName) ? $@"Menu/{sampleName}" : @"UI/button-select");
}
protected override bool OnMouseDown(MouseDownEvent e)
{
boxHoverLayer.FadeTo(0.1f, 1000, Easing.OutQuint);
return base.OnMouseDown(e);
}
protected override void OnMouseUp(MouseUpEvent e)
{
boxHoverLayer.FadeTo(0, 1000, Easing.OutQuint);
base.OnMouseUp(e);
}
protected override bool OnClick(ClickEvent e)
{
trigger();
return true;
}
protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.Repeat || e.ControlPressed || e.ShiftPressed || e.AltPressed || e.SuperPressed)
return false;
if (TriggerKey == e.Key && TriggerKey != Key.Unknown)
{
trigger();
return true;
}
return false;
}
private void trigger()
{
sampleClick?.Play();
clickAction?.Invoke();
boxHoverLayer.ClearTransforms();
boxHoverLayer.Alpha = 0.9f;
boxHoverLayer.FadeOut(800, Easing.OutExpo);
}
public override bool HandleNonPositionalInput => state == ButtonState.Expanded;
public override bool HandlePositionalInput => state != ButtonState.Exploded && box.Scale.X >= 0.8f;
protected override void Update()
{
iconText.Alpha = Math.Clamp((box.Scale.X - 0.5f) / 0.3f, 0, 1);
base.Update();
}
public int ContractStyle;
private ButtonState state;
public ButtonState State
{
get => state;
set
{
if (state == value)
return;
state = value;
switch (state)
{
case ButtonState.Contracted:
switch (ContractStyle)
{
default:
box.ScaleTo(new Vector2(0, 1), 500, Easing.OutExpo);
this.FadeOut(500);
break;
case 1:
box.ScaleTo(new Vector2(0, 1), 400, Easing.InSine);
this.FadeOut(800);
break;
}
break;
case ButtonState.Expanded:
const int expand_duration = 500;
box.ScaleTo(new Vector2(1, 1), expand_duration, Easing.OutExpo);
this.FadeIn(expand_duration / 6f);
break;
case ButtonState.Exploded:
const int explode_duration = 200;
box.ScaleTo(new Vector2(2, 1), explode_duration, Easing.OutExpo);
this.FadeOut(explode_duration / 4f * 3);
break;
}
StateChanged?.Invoke(State);
}
}
public ButtonSystemState ButtonSystemState
{
set
{
ContractStyle = 0;
switch (value)
{
case ButtonSystemState.Initial:
State = ButtonState.Contracted;
break;
case ButtonSystemState.EnteringMode:
ContractStyle = 1;
State = ButtonState.Contracted;
break;
default:
if (value == VisibleState)
State = ButtonState.Expanded;
else if (value < VisibleState)
State = ButtonState.Contracted;
else
State = ButtonState.Exploded;
break;
}
}
}
}
public enum ButtonState
{
Contracted,
Expanded,
Exploded
}
}