mirror of
https://github.com/ppy/osu.git
synced 2024-12-27 14:42:57 +08:00
203 lines
7.0 KiB
C#
203 lines
7.0 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 System.Linq;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Audio;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Extensions.IEnumerableExtensions;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Graphics.Shapes;
|
|
using osu.Framework.Localisation;
|
|
using osu.Framework.Logging;
|
|
using osu.Framework.Threading;
|
|
using osu.Game.Graphics;
|
|
using osu.Game.Graphics.Containers;
|
|
using osu.Game.Overlays.Notifications;
|
|
using osu.Game.Resources.Localisation.Web;
|
|
using NotificationsStrings = osu.Game.Localisation.NotificationsStrings;
|
|
|
|
namespace osu.Game.Overlays
|
|
{
|
|
public class NotificationOverlay : OsuFocusedOverlayContainer, INamedOverlayComponent, INotificationOverlay
|
|
{
|
|
public string IconTexture => "Icons/Hexacons/notification";
|
|
public LocalisableString Title => NotificationsStrings.HeaderTitle;
|
|
public LocalisableString Description => NotificationsStrings.HeaderDescription;
|
|
|
|
public const float WIDTH = 320;
|
|
|
|
public const float TRANSITION_LENGTH = 600;
|
|
|
|
private FlowContainer<NotificationSection> sections = null!;
|
|
|
|
[Resolved]
|
|
private AudioManager audio { get; set; } = null!;
|
|
|
|
private readonly IBindable<Visibility> firstRunSetupVisibility = new Bindable<Visibility>();
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(FirstRunSetupOverlay? firstRunSetup)
|
|
{
|
|
X = WIDTH;
|
|
Width = WIDTH;
|
|
RelativeSizeAxes = Axes.Y;
|
|
|
|
Children = new Drawable[]
|
|
{
|
|
new Box
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Colour = OsuColour.Gray(0.05f),
|
|
},
|
|
new OsuScrollContainer
|
|
{
|
|
Masking = true,
|
|
RelativeSizeAxes = Axes.Both,
|
|
Children = new[]
|
|
{
|
|
sections = new FillFlowContainer<NotificationSection>
|
|
{
|
|
Direction = FillDirection.Vertical,
|
|
AutoSizeAxes = Axes.Y,
|
|
RelativeSizeAxes = Axes.X,
|
|
Children = new[]
|
|
{
|
|
new NotificationSection(AccountsStrings.NotificationsTitle, "Clear All")
|
|
{
|
|
AcceptTypes = new[] { typeof(SimpleNotification) }
|
|
},
|
|
new NotificationSection(@"Running Tasks", @"Cancel All")
|
|
{
|
|
AcceptTypes = new[] { typeof(ProgressNotification) }
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
if (firstRunSetup != null)
|
|
firstRunSetupVisibility.BindTo(firstRunSetup.State);
|
|
}
|
|
|
|
private ScheduledDelegate? notificationsEnabler;
|
|
|
|
private void updateProcessingMode()
|
|
{
|
|
bool enabled = (OverlayActivationMode.Value == OverlayActivation.All && firstRunSetupVisibility.Value != Visibility.Visible) || State.Value == Visibility.Visible;
|
|
|
|
notificationsEnabler?.Cancel();
|
|
|
|
if (enabled)
|
|
// we want a slight delay before toggling notifications on to avoid the user becoming overwhelmed.
|
|
notificationsEnabler = Scheduler.AddDelayed(() => processingPosts = true, State.Value == Visibility.Visible ? 0 : 1000);
|
|
else
|
|
processingPosts = false;
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
|
|
State.BindValueChanged(_ => updateProcessingMode());
|
|
firstRunSetupVisibility.BindValueChanged(_ => updateProcessingMode());
|
|
OverlayActivationMode.BindValueChanged(_ => updateProcessingMode(), true);
|
|
}
|
|
|
|
public IBindable<int> UnreadCount => unreadCount;
|
|
|
|
private readonly BindableInt unreadCount = new BindableInt();
|
|
|
|
private int runningDepth;
|
|
|
|
private readonly Scheduler postScheduler = new Scheduler();
|
|
|
|
public override bool IsPresent => base.IsPresent || postScheduler.HasPendingTasks;
|
|
|
|
private bool processingPosts = true;
|
|
|
|
private double? lastSamplePlayback;
|
|
|
|
public void Post(Notification notification) => postScheduler.Add(() =>
|
|
{
|
|
++runningDepth;
|
|
|
|
Logger.Log($"⚠️ {notification.Text}");
|
|
|
|
notification.Closed += notificationClosed;
|
|
|
|
if (notification is IHasCompletionTarget hasCompletionTarget)
|
|
hasCompletionTarget.CompletionTarget = Post;
|
|
|
|
var ourType = notification.GetType();
|
|
|
|
var section = sections.Children.FirstOrDefault(s => s.AcceptTypes.Any(accept => accept.IsAssignableFrom(ourType)));
|
|
section?.Add(notification, notification.DisplayOnTop ? -runningDepth : runningDepth);
|
|
|
|
if (notification.IsImportant)
|
|
Show();
|
|
|
|
updateCounts();
|
|
playDebouncedSample(notification.PopInSampleName);
|
|
});
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
if (processingPosts)
|
|
postScheduler.Update();
|
|
}
|
|
|
|
protected override void PopIn()
|
|
{
|
|
base.PopIn();
|
|
|
|
this.MoveToX(0, TRANSITION_LENGTH, Easing.OutQuint);
|
|
this.FadeTo(1, TRANSITION_LENGTH, Easing.OutQuint);
|
|
}
|
|
|
|
protected override void PopOut()
|
|
{
|
|
base.PopOut();
|
|
|
|
markAllRead();
|
|
|
|
this.MoveToX(WIDTH, TRANSITION_LENGTH, Easing.OutQuint);
|
|
this.FadeTo(0, TRANSITION_LENGTH, Easing.OutQuint);
|
|
}
|
|
|
|
private void notificationClosed()
|
|
{
|
|
updateCounts();
|
|
|
|
// this debounce is currently shared between popin/popout sounds, which means one could potentially not play when the user is expecting it.
|
|
// popout is constant across all notification types, and should therefore be handled using playback concurrency instead, but seems broken at the moment.
|
|
playDebouncedSample("UI/overlay-pop-out");
|
|
}
|
|
|
|
private void playDebouncedSample(string sampleName)
|
|
{
|
|
if (lastSamplePlayback == null || Time.Current - lastSamplePlayback > OsuGameBase.SAMPLE_DEBOUNCE_TIME)
|
|
{
|
|
audio.Samples.Get(sampleName)?.Play();
|
|
lastSamplePlayback = Time.Current;
|
|
}
|
|
}
|
|
|
|
private void updateCounts()
|
|
{
|
|
unreadCount.Value = sections.Select(c => c.UnreadCount).Sum();
|
|
}
|
|
|
|
private void markAllRead()
|
|
{
|
|
sections.Children.ForEach(s => s.MarkAllRead());
|
|
|
|
updateCounts();
|
|
}
|
|
}
|
|
}
|