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147 lines
4.5 KiB
C#
147 lines
4.5 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 osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Overlays.Dialog;
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using osu.Game.Graphics.Containers;
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using osu.Game.Input.Bindings;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Input.Events;
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namespace osu.Game.Overlays
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{
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public partial class DialogOverlay : OsuFocusedOverlayContainer, IDialogOverlay
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{
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private readonly Container dialogContainer;
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protected override string PopInSampleName => "UI/dialog-pop-in";
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protected override string PopOutSampleName => "UI/dialog-pop-out";
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[Resolved]
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private MusicController musicController { get; set; }
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public PopupDialog CurrentDialog { get; private set; }
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public override bool IsPresent => Scheduler.HasPendingTasks
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|| dialogContainer.Children.Count > 0;
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[CanBeNull]
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private IDisposable duckOperation;
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public DialogOverlay()
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{
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AutoSizeAxes = Axes.Y;
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Child = dialogContainer = new Container
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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};
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Width = 500;
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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duckOperation?.Dispose();
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}
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public void Push(PopupDialog dialog)
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{
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if (dialog == CurrentDialog || dialog.State.Value == Visibility.Hidden) return;
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// Immediately update the externally accessible property as this may be used for checks even before
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// a DialogOverlay instance has finished loading.
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var lastDialog = CurrentDialog;
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CurrentDialog = dialog;
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Schedule(() =>
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{
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// if any existing dialog is being displayed, dismiss it before showing a new one.
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lastDialog?.Hide();
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// if the new dialog is hidden before added to the dialogContainer, bypass any further operations.
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if (dialog.State.Value == Visibility.Hidden)
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{
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dismiss();
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return;
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}
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dialogContainer.Add(dialog);
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Show();
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dialog.State.BindValueChanged(state =>
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{
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if (state.NewValue != Visibility.Hidden) return;
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// Trigger the demise of the dialog as soon as it hides.
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dialog.Delay(PopupDialog.EXIT_DURATION).Expire();
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dismiss();
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});
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});
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void dismiss()
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{
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if (dialog != CurrentDialog) return;
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// Handle the case where the dialog is the currently displayed dialog.
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// In this scenario, the overlay itself should also be hidden.
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Hide();
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CurrentDialog = null;
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}
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}
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protected override bool BlockNonPositionalInput => true;
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protected override void PopIn()
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{
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duckOperation = musicController?.Duck(new DuckParameters
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{
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DuckVolumeTo = 1,
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DuckDuration = 100,
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RestoreDuration = 100,
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});
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}
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protected override void PopOut()
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{
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base.PopOut();
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duckOperation?.Dispose();
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// PopOut gets called initially, but we only want to hide dialog when we have been loaded and are present.
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if (IsLoaded && CurrentDialog?.State.Value == Visibility.Visible)
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CurrentDialog.Hide();
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}
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public override 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.Select:
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var clickableButton =
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CurrentDialog?.Buttons.OfType<PopupDialogOkButton>().FirstOrDefault() ??
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CurrentDialog?.Buttons.First();
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clickableButton?.TriggerClick();
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return true;
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}
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return base.OnPressed(e);
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}
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}
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}
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