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# Conflicts: # osu.Game.Rulesets.Catch/Judgements/CatchDropletJudgement.cs # osu.Game.Rulesets.Catch/Judgements/CatchJudgement.cs # osu.Game.Rulesets.Mania/Scoring/ManiaScoreProcessor.cs # osu.Game.Rulesets.Osu/Replays/OsuAutoGenerator.cs # osu.Game.Rulesets.Osu/UI/Cursor/CursorTrail.cs # osu.Game.Tests/Visual/SongSelect/TestCaseBeatmapScoresContainer.cs # osu.Game/Graphics/OsuFont.cs # osu.Game/Online/API/Requests/Responses/APILegacyScoreInfo.cs # osu.Game/Overlays/Profile/Header/BadgeContainer.cs # osu.Game/Overlays/Profile/ProfileHeader.cs # osu.Game/Screens/Select/PlaySongSelect.cs # osu.Game/Skinning/LegacySkinDecoder.cs
340 lines
11 KiB
C#
340 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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using System;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Threading;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Screens.Ranking;
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using osuTK;
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using osuTK.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Graphics.Containers;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Input.Bindings;
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namespace osu.Game.Screens.Play
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{
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public class SkipOverlay : OverlayContainer, IKeyBindingHandler<GlobalAction>
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{
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private readonly double startTime;
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public Action<double> RequestSeek;
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private Button button;
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private Box remainingTimeBox;
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private FadeContainer fadeContainer;
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private double displayTime;
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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protected override bool BlockPositionalInput => false;
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/// <summary>
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/// Displays a skip overlay, giving the user the ability to skip forward.
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/// </summary>
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/// <param name="startTime">The time at which gameplay begins to appear.</param>
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public SkipOverlay(double startTime)
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{
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this.startTime = startTime;
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State = Visibility.Visible;
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RelativePositionAxes = Axes.Both;
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RelativeSizeAxes = Axes.X;
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Position = new Vector2(0.5f, 0.7f);
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Size = new Vector2(1, 100);
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Origin = Anchor.Centre;
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}
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[BackgroundDependencyLoader(true)]
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private void load(OsuColour colours, GameplayClock clock)
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{
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var baseClock = Clock;
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if (clock != null)
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Clock = clock;
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Children = new Drawable[]
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{
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fadeContainer = new FadeContainer
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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button = new Button
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{
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Clock = baseClock,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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remainingTimeBox = new Box
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{
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Height = 5,
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RelativeSizeAxes = Axes.X,
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Colour = colours.Yellow,
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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}
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}
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}
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};
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}
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/// <summary>
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/// Duration before gameplay start time required before skip button displays.
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/// </summary>
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private const double skip_buffer = 1000;
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private const double fade_time = 300;
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private double beginFadeTime => startTime - fade_time;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// skip is not required if there is no extra "empty" time to skip.
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if (Clock.CurrentTime > beginFadeTime - skip_buffer)
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{
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Alpha = 0;
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Expire();
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return;
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}
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this.FadeInFromZero(fade_time);
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using (BeginAbsoluteSequence(beginFadeTime))
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this.FadeOut(fade_time);
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button.Action = () => RequestSeek?.Invoke(beginFadeTime);
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displayTime = Time.Current;
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Expire();
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}
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protected override void PopIn() => this.FadeIn();
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protected override void PopOut() => this.FadeOut();
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protected override void Update()
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{
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base.Update();
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remainingTimeBox.ResizeWidthTo((float)Math.Max(0, 1 - (Time.Current - displayTime) / (beginFadeTime - displayTime)), 120, Easing.OutQuint);
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}
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protected override bool OnMouseMove(MouseMoveEvent e)
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{
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if (!e.HasAnyButtonPressed)
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fadeContainer.State = Visibility.Visible;
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return base.OnMouseMove(e);
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}
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public bool OnPressed(GlobalAction action)
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{
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switch (action)
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{
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case GlobalAction.SkipCutscene:
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button.Click();
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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 bool OnReleased(GlobalAction action) => false;
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private class FadeContainer : Container, IStateful<Visibility>
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{
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public event Action<Visibility> StateChanged;
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private Visibility state;
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private ScheduledDelegate scheduledHide;
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public Visibility State
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{
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get => state;
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set
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{
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bool stateChanged = value != state;
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state = value;
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scheduledHide?.Cancel();
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switch (state)
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{
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case Visibility.Visible:
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// we may be triggered to become visible mnultiple times but we only want to transform once.
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if (stateChanged)
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this.FadeIn(500, Easing.OutExpo);
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if (!IsHovered && !IsDragged)
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using (BeginDelayedSequence(1000))
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scheduledHide = Schedule(() => State = Visibility.Hidden);
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break;
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case Visibility.Hidden:
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this.FadeOut(1000, Easing.OutExpo);
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break;
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}
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StateChanged?.Invoke(State);
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}
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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 = Visibility.Visible;
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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scheduledHide?.Cancel();
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return base.OnMouseDown(e);
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}
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protected override bool OnMouseUp(MouseUpEvent e)
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{
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State = Visibility.Visible;
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return base.OnMouseUp(e);
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}
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}
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private class Button : OsuClickableContainer
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{
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private Color4 colourNormal;
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private Color4 colourHover;
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private Box box;
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private FillFlowContainer flow;
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private Box background;
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private AspectContainer aspect;
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private SampleChannel sampleConfirm;
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public Button()
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{
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours, AudioManager audio)
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{
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colourNormal = colours.Yellow;
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colourHover = colours.YellowDark;
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sampleConfirm = audio.Sample.Get(@"SongSelect/confirm-selection");
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Children = new Drawable[]
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{
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background = new Box
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{
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Alpha = 0.2f,
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Colour = Color4.Black,
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RelativeSizeAxes = Axes.Both,
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},
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aspect = new AspectContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Y,
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Height = 0.6f,
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Masking = true,
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CornerRadius = 15,
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Children = new Drawable[]
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{
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box = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = colourNormal,
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},
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flow = new FillFlowContainer
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{
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Anchor = Anchor.TopCentre,
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RelativePositionAxes = Axes.Y,
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Y = 0.4f,
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AutoSizeAxes = Axes.Both,
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Origin = Anchor.Centre,
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Direction = FillDirection.Horizontal,
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Children = new[]
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{
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new SpriteIcon { Size = new Vector2(15), Shadow = true, Icon = FontAwesome.Solid.ChevronRight },
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new SpriteIcon { Size = new Vector2(15), Shadow = true, Icon = FontAwesome.Solid.ChevronRight },
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new SpriteIcon { Size = new Vector2(15), Shadow = true, Icon = FontAwesome.Solid.ChevronRight },
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}
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},
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new OsuSpriteText
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{
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Anchor = Anchor.TopCentre,
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RelativePositionAxes = Axes.Y,
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Y = 0.7f,
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Font = OsuFont.GetFont(weight: FontWeight.Bold, size: 12),
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Origin = Anchor.Centre,
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Text = @"SKIP",
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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(HoverEvent e)
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{
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flow.TransformSpacingTo(new Vector2(5), 500, Easing.OutQuint);
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box.FadeColour(colourHover, 500, Easing.OutQuint);
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background.FadeTo(0.4f, 500, Easing.OutQuint);
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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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flow.TransformSpacingTo(new Vector2(0), 500, Easing.OutQuint);
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box.FadeColour(colourNormal, 500, Easing.OutQuint);
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background.FadeTo(0.2f, 500, Easing.OutQuint);
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base.OnHoverLost(e);
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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aspect.ScaleTo(0.75f, 2000, Easing.OutQuint);
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return base.OnMouseDown(e);
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}
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protected override bool OnMouseUp(MouseUpEvent e)
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{
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aspect.ScaleTo(1, 1000, Easing.OutElastic);
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return base.OnMouseUp(e);
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}
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protected override bool OnClick(ClickEvent e)
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{
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if (!Enabled.Value)
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return false;
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sampleConfirm.Play();
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box.FlashColour(Color4.White, 500, Easing.OutQuint);
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aspect.ScaleTo(1.2f, 2000, Easing.OutQuint);
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bool result = base.OnClick(e);
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// for now, let's disable the skip button after the first press.
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// this will likely need to be contextual in the future (bound from external components).
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Enabled.Value = false;
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return result;
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}
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}
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}
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}
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