mirror of
https://github.com/ppy/osu.git
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7854a0a913
All times use double, so let's also use double here.
252 lines
8.3 KiB
C#
252 lines
8.3 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Input.Bindings;
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using osuTK;
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namespace osu.Game.Screens.Play.HUD
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{
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public class HoldForMenuButton : FillFlowContainer
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{
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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public readonly Bindable<bool> IsPaused = new Bindable<bool>();
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private readonly Button button;
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public Action Action
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{
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set => button.Action = value;
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}
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private readonly OsuSpriteText text;
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public HoldForMenuButton()
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{
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Direction = FillDirection.Horizontal;
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Spacing = new Vector2(20, 0);
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Margin = new MarginPadding(10);
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Children = new Drawable[]
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{
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text = new OsuSpriteText
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{
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Font = OsuFont.GetFont(weight: FontWeight.Bold),
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft
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},
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button = new Button
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{
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HoverGained = () => text.FadeIn(500, Easing.OutQuint),
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HoverLost = () => text.FadeOut(500, Easing.OutQuint),
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IsPaused = { BindTarget = IsPaused }
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}
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};
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AutoSizeAxes = Axes.Both;
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}
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[Resolved]
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private OsuConfigManager config { get; set; }
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private Bindable<double> activationDelay;
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protected override void LoadComplete()
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{
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activationDelay = config.GetBindable<double>(OsuSetting.UIHoldActivationDelay);
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activationDelay.BindValueChanged(v =>
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{
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text.Text = v.NewValue > 0
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? "hold for menu"
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: "press for menu";
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}, true);
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text.FadeInFromZero(500, Easing.OutQuint).Delay(1500).FadeOut(500, Easing.OutQuint);
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base.LoadComplete();
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}
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private float positionalAdjust = 1; // Start at 1 to handle the case where a user never send positional input.
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protected override bool OnMouseMove(MouseMoveEvent e)
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{
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positionalAdjust = Vector2.Distance(e.ScreenSpaceMousePosition, button.ScreenSpaceDrawQuad.Centre) / 200;
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return base.OnMouseMove(e);
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}
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protected override void Update()
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{
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base.Update();
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if (text.Alpha > 0 || button.Progress.Value > 0 || button.IsHovered)
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Alpha = 1;
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else
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{
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Alpha = Interpolation.ValueAt(
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Math.Clamp(Clock.ElapsedFrameTime, 0, 200),
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Alpha, Math.Clamp(1 - positionalAdjust, 0.04f, 1), 0, 200, Easing.OutQuint);
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}
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}
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private class Button : HoldToConfirmContainer, IKeyBindingHandler<GlobalAction>
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{
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private SpriteIcon icon;
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private CircularProgress circularProgress;
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private Circle overlayCircle;
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public readonly Bindable<bool> IsPaused = new Bindable<bool>();
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protected override bool AllowMultipleFires => true;
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public Action HoverGained;
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public Action HoverLost;
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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Size = new Vector2(60);
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Child = new CircularContainer
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{
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Masking = true,
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = colours.Gray1,
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Alpha = 0.5f,
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},
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circularProgress = new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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InnerRadius = 1
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},
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overlayCircle = new Circle
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Colour = colours.Gray1,
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Size = new Vector2(0.9f),
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},
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icon = new SpriteIcon
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{
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Shadow = false,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(15),
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Icon = FontAwesome.Solid.Times
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},
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}
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};
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bind();
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}
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private void bind()
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{
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circularProgress.Current.BindTo(Progress);
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Progress.ValueChanged += progress => icon.Scale = new Vector2(1 + (float)progress.NewValue * 0.2f);
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}
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private bool pendingAnimation;
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protected override void Confirm()
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{
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base.Confirm();
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// temporarily unbind as to not look weird if releasing during confirm animation (can see the unwind of progress).
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Progress.UnbindAll();
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// avoid starting a new confirm call until we finish animating.
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pendingAnimation = true;
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AbortConfirm();
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overlayCircle.ScaleTo(0, 100)
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.Then().FadeOut().ScaleTo(1).FadeIn(500)
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.OnComplete(a =>
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{
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icon.ScaleTo(1, 100);
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circularProgress.FadeOut(100).OnComplete(_ =>
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{
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bind();
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circularProgress.FadeIn();
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pendingAnimation = false;
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});
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});
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}
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protected override bool OnHover(HoverEvent e)
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{
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HoverGained?.Invoke();
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return true;
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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HoverLost?.Invoke();
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base.OnHoverLost(e);
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}
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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if (e.Repeat)
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return false;
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switch (e.Action)
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{
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case GlobalAction.Back:
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case GlobalAction.PauseGameplay: // in the future this behaviour will differ for replays etc.
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if (!pendingAnimation)
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BeginConfirm();
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return true;
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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switch (e.Action)
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{
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case GlobalAction.Back:
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case GlobalAction.PauseGameplay:
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AbortConfirm();
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break;
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}
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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if (!pendingAnimation && e.CurrentState.Mouse.Buttons.Count() == 1)
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BeginConfirm();
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return true;
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}
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protected override void OnMouseUp(MouseUpEvent e)
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{
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if (!e.HasAnyButtonPressed)
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AbortConfirm();
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}
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}
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}
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}
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