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