mirror of
https://github.com/ppy/osu.git
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623 lines
23 KiB
C#
623 lines
23 KiB
C#
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.Linq;
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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.Drawables;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Transformations;
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using osu.Framework.Input;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Input;
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using osu.Framework;
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namespace osu.Game.GameModes.Menu
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{
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public partial class ButtonSystem : Container
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{
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public Action OnEdit;
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public Action OnExit;
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public Action OnDirect;
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public Action OnSolo;
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public Action OnSettings;
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public Action OnMulti;
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public Action OnChart;
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public Action OnTest;
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private FlowContainerWithOrigin buttonFlow;
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const float button_area_height = 100;
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const float button_width = 140f;
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const float wedge_width = 20;
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public const int EXIT_DELAY = 3000;
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private OsuLogo osuLogo;
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private Drawable iconFacade;
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private Container buttonArea;
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private Box buttonAreaBackground;
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private Button backButton;
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private Button settingsButton;
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List<Button> buttonsTopLevel = new List<Button>();
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List<Button> buttonsPlay = new List<Button>();
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public enum MenuState
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{
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Initial,
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TopLevel,
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Play,
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EnteringMode,
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Exit,
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}
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public ButtonSystem()
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{
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RelativeSizeAxes = Axes.Both;
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}
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public override void Load(BaseGame game)
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{
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base.Load(game);
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Children = new Drawable[]
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{
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buttonArea = new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.X,
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Size = new Vector2(1, button_area_height),
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Alpha = 0,
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Children = new Drawable[]
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{
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buttonAreaBackground = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(2, 1),
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Colour = new Color4(50, 50, 50, 255),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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buttonFlow = new FlowContainerWithOrigin
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{
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Anchor = Anchor.Centre,
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Spacing = new Vector2(-wedge_width, 0),
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Children = new Drawable[]
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{
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settingsButton = new Button(@"settings", @"options", FontAwesome.gear, new Color4(85, 85, 85, 255), OnSettings, -wedge_width, Key.O),
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backButton = new Button(@"back", @"back", FontAwesome.fa_osu_left_o, new Color4(51, 58, 94, 255), onBack, -wedge_width, Key.Escape),
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iconFacade = new Container //need a container to make the osu! icon flow properly.
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{
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Size = new Vector2(0, button_area_height)
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}
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},
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CentreTarget = iconFacade
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}
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}
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},
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osuLogo = new OsuLogo
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{
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Action = onOsuLogo,
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre
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}
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};
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buttonFlow.Position = new Vector2(wedge_width * 2 - (button_width + osuLogo.SizeForFlow / 4), 0);
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buttonsPlay.Add(new Button(@"solo", @"freeplay", FontAwesome.user, new Color4(102, 68, 204, 255), OnSolo, wedge_width, Key.P));
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buttonsPlay.Add(new Button(@"multi", @"multiplayer", FontAwesome.users, new Color4(94, 63, 186, 255), OnMulti, 0, Key.M));
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buttonsPlay.Add(new Button(@"chart", @"charts", FontAwesome.fa_osu_charts, new Color4(80, 53, 160, 255), OnChart));
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buttonsTopLevel.Add(new Button(@"play", @"play", FontAwesome.fa_osu_logo, new Color4(102, 68, 204, 255), onPlay, wedge_width, Key.P));
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buttonsTopLevel.Add(new Button(@"osu!editor", @"edit", FontAwesome.fa_osu_edit_o, new Color4(238, 170, 0, 255), OnEdit, 0, Key.E));
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buttonsTopLevel.Add(new Button(@"osu!direct", @"direct", FontAwesome.fa_osu_chevron_down_o, new Color4(165, 204, 0, 255), OnDirect, 0, Key.D));
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buttonsTopLevel.Add(new Button(@"exit", @"exit", FontAwesome.fa_osu_cross_o, new Color4(238, 51, 153, 255), onExit, 0, Key.Q));
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buttonFlow.Add(buttonsPlay);
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buttonFlow.Add(buttonsTopLevel);
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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if (args.Key == Key.Escape)
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{
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if (State == MenuState.Initial)
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return false;
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State = MenuState.Initial;
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return true;
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}
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osuLogo.TriggerClick(state);
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return true;
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}
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private void onPlay()
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{
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State = MenuState.Play;
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}
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private void onExit()
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{
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State = MenuState.Exit;
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OnExit?.Invoke();
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}
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private void onBack()
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{
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State = MenuState.TopLevel;
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}
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private void onOsuLogo()
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{
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switch (state)
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{
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case MenuState.Initial:
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//Game.Audio.PlaySamplePositional(@"menuhit");
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State = MenuState.TopLevel;
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return;
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case MenuState.TopLevel:
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buttonsTopLevel.First().TriggerMouseDown();
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return;
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case MenuState.Play:
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buttonsPlay.First().TriggerMouseDown();
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return;
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}
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}
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MenuState state;
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public override bool HandleInput => state != MenuState.Exit;
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public MenuState State
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{
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get
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{
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return state;
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}
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set
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{
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if (state == value) return;
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MenuState lastState = state;
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state = value;
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//todo: figure a more elegant way of doing this.
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buttonsTopLevel.ForEach(b => b.ContractStyle = 0);
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buttonsPlay.ForEach(b => b.ContractStyle = 0);
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backButton.ContractStyle = 0;
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settingsButton.ContractStyle = 0;
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switch (state)
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{
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case MenuState.Initial:
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buttonAreaBackground.ScaleTo(Vector2.One, 500, EasingTypes.Out);
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buttonArea.FadeOut(500);
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osuLogo.Delay(150);
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osuLogo.MoveTo(Vector2.Zero, 800, EasingTypes.OutExpo);
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osuLogo.ScaleTo(1, 800, EasingTypes.OutExpo);
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foreach (Button b in buttonsTopLevel)
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b.State = Button.ButtonState.Contracted;
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foreach (Button b in buttonsPlay)
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b.State = Button.ButtonState.Contracted;
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break;
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case MenuState.TopLevel:
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buttonAreaBackground.ScaleTo(Vector2.One, 200, EasingTypes.Out);
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osuLogo.MoveTo(buttonFlow.Position, 200, EasingTypes.In);
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osuLogo.ScaleTo(0.5f, 200, EasingTypes.In);
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buttonArea.FadeIn(300);
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if (lastState == MenuState.Initial)
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//todo: this propagates to invisible children and causes delays later down the track (on first MenuState.Play)
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buttonArea.Delay(150, true);
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foreach (Button b in buttonsTopLevel)
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b.State = Button.ButtonState.Expanded;
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foreach (Button b in buttonsPlay)
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b.State = Button.ButtonState.Contracted;
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break;
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case MenuState.Play:
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foreach (Button b in buttonsTopLevel)
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b.State = Button.ButtonState.Exploded;
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foreach (Button b in buttonsPlay)
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b.State = Button.ButtonState.Expanded;
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break;
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case MenuState.EnteringMode:
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buttonAreaBackground.ScaleTo(new Vector2(2, 0), 300, EasingTypes.InSine);
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buttonsTopLevel.ForEach(b => b.ContractStyle = 1);
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buttonsPlay.ForEach(b => b.ContractStyle = 1);
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backButton.ContractStyle = 1;
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settingsButton.ContractStyle = 1;
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foreach (Button b in buttonsTopLevel)
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b.State = Button.ButtonState.Contracted;
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foreach (Button b in buttonsPlay)
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b.State = Button.ButtonState.Contracted;
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break;
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case MenuState.Exit:
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buttonArea.FadeOut(200);
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foreach (Button b in buttonsTopLevel)
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b.State = Button.ButtonState.Contracted;
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foreach (Button b in buttonsPlay)
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b.State = Button.ButtonState.Contracted;
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osuLogo.Delay(150);
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osuLogo.ScaleTo(1f, EXIT_DELAY * 1.5f);
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osuLogo.RotateTo(20, EXIT_DELAY * 1.5f);
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osuLogo.FadeOut(EXIT_DELAY);
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break;
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}
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backButton.State = state == MenuState.Play ? Button.ButtonState.Expanded : Button.ButtonState.Contracted;
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settingsButton.State = state == MenuState.TopLevel ? Button.ButtonState.Expanded : Button.ButtonState.Contracted;
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if (lastState == MenuState.Initial)
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buttonArea.DelayReset();
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}
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}
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protected override void Update()
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{
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//if (OsuGame.IdleTime > 6000 && State != MenuState.Exit)
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// State = MenuState.Initial;
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iconFacade.Width = osuLogo.SizeForFlow * 0.5f;
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base.Update();
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}
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/// <summary>
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/// A flow container with an origin based on one of its contained drawables.
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/// </summary>
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private class FlowContainerWithOrigin : FlowContainer
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{
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/// <summary>
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/// A target drawable which this flowcontainer should be centered around.
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/// This target MUST be in this FlowContainer's *direct* children.
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/// </summary>
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internal Drawable CentreTarget;
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public override Anchor Origin => Anchor.Custom;
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public override Vector2 OriginPosition
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{
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get
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{
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if (CentreTarget == null)
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return base.OriginPosition;
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return CentreTarget.Position + CentreTarget.Size / 2;
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}
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}
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public FlowContainerWithOrigin()
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{
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Direction = FlowDirection.HorizontalOnly;
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}
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}
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/// <summary>
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/// Button designed specifically for the osu!next main menu.
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/// In order to correctly flow, we have to use a negative margin on the parent container (due to the parallelogram shape).
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/// </summary>
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private class Button : AutoSizeContainer
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{
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private Container iconText;
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private WedgedBox box;
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private Color4 colour;
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private TextAwesome icon;
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private string internalName;
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private readonly FontAwesome symbol;
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private Action clickAction;
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private readonly float extraWidth;
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private Key triggerKey;
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private string text;
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public override Quad ScreenSpaceInputQuad => box.ScreenSpaceInputQuad;
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public Button(string text, string internalName, FontAwesome symbol, Color4 colour, Action clickAction = null, float extraWidth = 0, Key triggerKey = Key.Unknown)
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{
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this.internalName = internalName;
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this.symbol = symbol;
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this.colour = colour;
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this.clickAction = clickAction;
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this.extraWidth = extraWidth;
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this.triggerKey = triggerKey;
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this.text = text;
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}
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public override void Load(BaseGame game)
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{
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base.Load(game);
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Alpha = 0;
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Children = new Drawable[]
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{
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box = new WedgedBox(new Vector2(button_width + Math.Abs(extraWidth), button_area_height), wedge_width)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Colour = colour,
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Scale = new Vector2(0, 1)
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},
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iconText = new AutoSizeContainer
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{
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Position = new Vector2(extraWidth / 2, 0),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Children = new Drawable[]
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{
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icon = new TextAwesome
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{
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Anchor = Anchor.Centre,
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TextSize = 30,
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Position = new Vector2(0, 0),
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Icon = symbol
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},
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new SpriteText
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{
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Direction = FlowDirection.HorizontalOnly,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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TextSize = 16,
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Position = new Vector2(0, 35),
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Text = text
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}
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}
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}
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};
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}
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protected override bool OnHover(InputState state)
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{
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if (State != ButtonState.Expanded) return true;
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//if (OsuGame.Instance.IsActive)
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// Game.Audio.PlaySamplePositional($@"menu-{internalName}-hover", @"menuclick");
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box.ScaleTo(new Vector2(1.5f, 1), 500, EasingTypes.OutElastic);
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int duration = 0; //(int)(Game.Audio.BeatLength / 2);
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if (duration == 0) duration = 250;
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icon.ClearTransformations();
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icon.ScaleTo(1, 500, EasingTypes.OutElasticHalf);
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double offset = 0; //(1 - Game.Audio.SyncBeatProgress) * duration;
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double startTime = Time + offset;
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icon.RotateTo(10, offset, EasingTypes.InOutSine);
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icon.ScaleTo(new Vector2(1, 0.9f), offset, EasingTypes.Out);
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icon.Transforms.Add(new TransformRotation(Clock)
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{
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StartValue = -10,
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EndValue = 10,
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StartTime = startTime,
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EndTime = startTime + duration * 2,
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Easing = EasingTypes.InOutSine,
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LoopCount = -1,
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LoopDelay = duration * 2
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});
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icon.Transforms.Add(new TransformPosition(Clock)
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{
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StartValue = Vector2.Zero,
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EndValue = new Vector2(0, -10),
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StartTime = startTime,
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EndTime = startTime + duration,
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Easing = EasingTypes.Out,
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LoopCount = -1,
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LoopDelay = duration
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});
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icon.Transforms.Add(new TransformScaleVector(Clock)
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{
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StartValue = new Vector2(1, 0.9f),
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EndValue = Vector2.One,
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StartTime = startTime,
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EndTime = startTime + duration,
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Easing = EasingTypes.Out,
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LoopCount = -1,
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LoopDelay = duration
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});
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icon.Transforms.Add(new TransformPosition(Clock)
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{
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StartValue = new Vector2(0, -10),
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EndValue = Vector2.Zero,
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StartTime = startTime + duration,
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EndTime = startTime + duration * 2,
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Easing = EasingTypes.In,
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LoopCount = -1,
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LoopDelay = duration
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});
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icon.Transforms.Add(new TransformScaleVector(Clock)
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{
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StartValue = Vector2.One,
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EndValue = new Vector2(1, 0.9f),
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StartTime = startTime + duration,
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EndTime = startTime + duration * 2,
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Easing = EasingTypes.In,
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LoopCount = -1,
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LoopDelay = duration
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});
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icon.Transforms.Add(new TransformRotation(Clock)
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{
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StartValue = 10,
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EndValue = -10,
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StartTime = startTime + duration * 2,
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EndTime = startTime + duration * 4,
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Easing = EasingTypes.InOutSine,
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LoopCount = -1,
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LoopDelay = duration * 2
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});
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return true;
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}
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protected override void OnHoverLost(InputState state)
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{
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icon.ClearTransformations();
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icon.RotateTo(0, 500, EasingTypes.Out);
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icon.MoveTo(Vector2.Zero, 500, EasingTypes.Out);
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icon.ScaleTo(0.7f, 500, EasingTypes.OutElasticHalf);
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icon.ScaleTo(Vector2.One, 200, EasingTypes.Out);
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if (State == ButtonState.Expanded)
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box.ScaleTo(new Vector2(1, 1), 500, EasingTypes.OutElastic);
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}
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
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{
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trigger();
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return true;
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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base.OnKeyDown(state, args);
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if (triggerKey == args.Key && triggerKey != Key.Unknown)
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{
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trigger();
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return true;
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}
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return false;
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}
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private void trigger()
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{
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//Game.Audio.PlaySamplePositional($@"menu-{internalName}-click", internalName.Contains(@"back") ? @"menuback" : @"menuhit");
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clickAction?.Invoke();
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//box.FlashColour(ColourHelper.Lighten2(colour, 0.7f), 200);
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}
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public override bool HandleInput => state != ButtonState.Exploded && box.Scale.X >= 0.8f;
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protected override void Update()
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{
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iconText.Alpha = MathHelper.Clamp((box.Scale.X - 0.5f) / 0.3f, 0, 1);
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base.Update();
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}
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public int ContractStyle;
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ButtonState state;
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public ButtonState State
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{
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get { return state; }
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set
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{
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if (state == value)
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return;
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state = value;
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switch (state)
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{
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case ButtonState.Contracted:
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switch (ContractStyle)
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{
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default:
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box.ScaleTo(new Vector2(0, 1), 500, EasingTypes.OutExpo);
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FadeOut(500);
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break;
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case 1:
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box.ScaleTo(new Vector2(0, 1), 400, EasingTypes.InSine);
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FadeOut(800);
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break;
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}
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break;
|
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case ButtonState.Expanded:
|
|
const int expand_duration = 500;
|
|
box.ScaleTo(new Vector2(1, 1), expand_duration, EasingTypes.OutExpo);
|
|
FadeIn(expand_duration / 6);
|
|
break;
|
|
case ButtonState.Exploded:
|
|
const int explode_duration = 200;
|
|
box.ScaleTo(new Vector2(2, 1), explode_duration, EasingTypes.OutExpo);
|
|
FadeOut(explode_duration / 4 * 3);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
public enum ButtonState
|
|
{
|
|
Contracted,
|
|
Expanded,
|
|
Exploded
|
|
}
|
|
|
|
/// <summary>
|
|
/// ________
|
|
/// / /
|
|
/// / /
|
|
/// /_______/
|
|
/// </summary>
|
|
class WedgedBox : Box
|
|
{
|
|
float wedgeWidth;
|
|
|
|
public WedgedBox(Vector2 boxSize, float wedgeWidth)
|
|
{
|
|
Size = boxSize;
|
|
this.wedgeWidth = wedgeWidth;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Custom DrawQuad used to create the slanted effect.
|
|
/// </summary>
|
|
protected override Quad DrawQuad
|
|
{
|
|
get
|
|
{
|
|
Quad q = base.DrawQuad;
|
|
|
|
//Will become infinite if we don't limit its maximum size.
|
|
float wedge = Math.Min(q.Width, wedgeWidth / Scale.X);
|
|
|
|
q.TopLeft.X += wedge;
|
|
q.BottomRight.X -= wedge;
|
|
|
|
return q;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
internal class MenuVisualisation : Drawable
|
|
{
|
|
}
|
|
}
|
|
}
|