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osu-lazer/osu.Game/Graphics/UserInterface/LoadingLayer.cs
2020-02-23 05:00:08 +09:00

82 lines
2.6 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Events;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Graphics.UserInterface
{
/// <summary>
/// A layer that will show a loading spinner and completely block input to an area.
/// Also optionally dims target elements.
/// Useful for disabling all elements in a form and showing we are waiting on a response, for instance.
/// </summary>
public class LoadingLayer : LoadingSpinner
{
private readonly Drawable dimTarget;
/// <summary>
/// Constuct a new loading spinner.
/// </summary>
/// <param name="dimTarget">An optional target to dim when displayed.</param>
/// <param name="withBox">Whether the spinner should have a surrounding black box for visibility.</param>
public LoadingLayer(Drawable dimTarget = null, bool withBox = true)
: base(withBox)
{
RelativeSizeAxes = Axes.Both;
Size = new Vector2(1);
this.dimTarget = dimTarget;
MainContents.RelativeSizeAxes = Axes.None;
}
public override bool HandleNonPositionalInput => false;
protected override bool Handle(UIEvent e)
{
switch (e)
{
// blocking scroll can cause weird behaviour when this layer is used within a ScrollContainer.
case ScrollEvent _:
return false;
}
return true;
}
protected override void PopIn()
{
dimTarget?.FadeColour(OsuColour.Gray(0.5f), TRANSITION_DURATION, Easing.OutQuint);
base.PopIn();
}
protected override void PopOut()
{
dimTarget?.FadeColour(Color4.White, TRANSITION_DURATION, Easing.OutQuint);
base.PopOut();
}
protected override void Update()
{
base.Update();
MainContents.Size = new Vector2(Math.Clamp(Math.Min(DrawWidth, DrawHeight) * 0.25f, 30, 100));
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (State.Value == Visibility.Visible)
{
// ensure we don't leave the target in a bad state.
dimTarget?.FadeColour(Color4.White, TRANSITION_DURATION, Easing.OutQuint);
}
}
}
}