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330 lines
11 KiB
C#
330 lines
11 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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#nullable disable
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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.Threading;
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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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using osuTK.Graphics;
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namespace osu.Game.Screens.Play.HUD
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{
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public partial 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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public readonly Bindable<bool> ReplayLoaded = new Bindable<bool>();
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private HoldButton button;
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public Action Action { get; set; }
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private 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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AlwaysPresent = true;
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}
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[BackgroundDependencyLoader(true)]
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private void load(Player player)
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{
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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 HoldButton(player?.Configuration.AllowRestart == false)
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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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ReplayLoaded = { BindTarget = ReplayLoaded },
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Action = () => Action(),
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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 SessionStatics sessionStatics { get; set; }
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private Bindable<bool> touchActive;
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protected override void LoadComplete()
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{
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button.HoldActivationDelay.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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touchActive = sessionStatics.GetBindable<bool>(Static.TouchInputActive);
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if (touchActive.Value)
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{
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Alpha = 1f;
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text.FadeInFromZero(500, Easing.OutQuint)
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.Delay(1500)
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.FadeOut(500, Easing.OutQuint);
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}
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else
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{
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Alpha = 0;
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text.Alpha = 0f;
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}
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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.MousePosition, button.ToSpaceOfOtherDrawable(button.DrawRectangle.Centre, Parent!)) / 100;
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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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float minAlpha = touchActive.Value ? .08f : 0;
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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, minAlpha, 1), 0, 200, Easing.OutQuint);
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}
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}
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private partial class HoldButton : 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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public readonly Bindable<bool> ReplayLoaded = 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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private const double shake_duration = 20;
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private bool pendingAnimation;
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private ScheduledDelegate shakeOperation;
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public HoldButton(bool isDangerousAction)
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: base(isDangerousAction)
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{
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}
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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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((IBindable<double>)circularProgress.Current).BindTo(Progress);
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Progress.ValueChanged += progress =>
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{
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icon.Scale = new Vector2(1 + (float)progress.NewValue * 0.2f);
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if (IsDangerousAction)
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{
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Colour = Interpolation.ValueAt(progress.NewValue, Color4.White, Color4.Red, 0, 1, Easing.OutQuint);
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if (progress.NewValue > 0 && progress.NewValue < 1)
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{
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shakeOperation ??= Scheduler.AddDelayed(shake, shake_duration, true);
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}
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else
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{
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Child.MoveTo(Vector2.Zero, shake_duration * 2, Easing.OutQuint);
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shakeOperation?.Cancel();
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shakeOperation = null;
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}
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}
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};
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}
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private void shake()
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{
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const float shake_magnitude = 8;
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Child.MoveTo(new Vector2(
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RNG.NextSingle(-1, 1) * (float)Progress.Value * shake_magnitude,
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RNG.NextSingle(-1, 1) * (float)Progress.Value * shake_magnitude
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), shake_duration);
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}
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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(_ =>
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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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if (!pendingAnimation)
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BeginConfirm();
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return true;
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case GlobalAction.PauseGameplay:
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// handled by replay player
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if (ReplayLoaded.Value) return false;
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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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AbortConfirm();
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break;
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case GlobalAction.PauseGameplay:
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if (ReplayLoaded.Value) return;
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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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