1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-06 15:17:28 +08:00
osu-lazer/osu.Game/Overlays/Notifications/ProgressNotification.cs
2021-10-14 17:52:19 +09:00

246 lines
6.8 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 System.Threading;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Overlays.Notifications
{
public class ProgressNotification : Notification, IHasCompletionTarget
{
public string Text
{
set => Schedule(() => textDrawable.Text = value);
}
public string CompletionText { get; set; } = "Task has completed!";
private float progress;
public float Progress
{
get => progress;
set
{
progress = value;
Scheduler.AddOnce(updateProgress, progress);
}
}
private void updateProgress(float progress) => progressBar.Progress = progress;
protected override void LoadComplete()
{
base.LoadComplete();
// we may have received changes before we were displayed.
updateState();
}
private readonly CancellationTokenSource cancellationTokenSource = new CancellationTokenSource();
public CancellationToken CancellationToken => cancellationTokenSource.Token;
public ProgressNotificationState State
{
get => state;
set
{
if (state == value) return;
state = value;
if (IsLoaded)
Schedule(updateState);
}
}
private void updateState()
{
switch (state)
{
case ProgressNotificationState.Queued:
Light.Colour = colourQueued;
Light.Pulsate = false;
progressBar.Active = false;
break;
case ProgressNotificationState.Active:
Light.Colour = colourActive;
Light.Pulsate = true;
progressBar.Active = true;
break;
case ProgressNotificationState.Cancelled:
cancellationTokenSource.Cancel();
Light.Colour = colourCancelled;
Light.Pulsate = false;
progressBar.Active = false;
break;
case ProgressNotificationState.Completed:
NotificationContent.MoveToY(-DrawSize.Y / 2, 200, Easing.OutQuint);
this.FadeOut(200).Finally(d => Completed());
break;
}
}
private ProgressNotificationState state;
protected virtual Notification CreateCompletionNotification() => new ProgressCompletionNotification
{
Activated = CompletionClickAction,
Text = CompletionText
};
protected virtual void Completed()
{
CompletionTarget?.Invoke(CreateCompletionNotification());
base.Close();
}
public override bool DisplayOnTop => false;
private readonly ProgressBar progressBar;
private Color4 colourQueued;
private Color4 colourActive;
private Color4 colourCancelled;
private readonly TextFlowContainer textDrawable;
public ProgressNotification()
{
IconContent.Add(new Box
{
RelativeSizeAxes = Axes.Both,
});
Content.Add(textDrawable = new OsuTextFlowContainer
{
Colour = OsuColour.Gray(128),
AutoSizeAxes = Axes.Y,
RelativeSizeAxes = Axes.X,
});
NotificationContent.Add(progressBar = new ProgressBar
{
Origin = Anchor.BottomLeft,
Anchor = Anchor.BottomLeft,
RelativeSizeAxes = Axes.X,
});
State = ProgressNotificationState.Queued;
// don't close on click by default.
Activated = () => false;
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
colourQueued = colours.YellowDark;
colourActive = colours.Blue;
colourCancelled = colours.Red;
}
public override void Close()
{
switch (State)
{
case ProgressNotificationState.Cancelled:
base.Close();
break;
case ProgressNotificationState.Active:
case ProgressNotificationState.Queued:
if (CancelRequested?.Invoke() != false)
State = ProgressNotificationState.Cancelled;
break;
}
}
public Func<bool> CancelRequested { get; set; }
/// <summary>
/// The function to post completion notifications back to.
/// </summary>
public Action<Notification> CompletionTarget { get; set; }
/// <summary>
/// An action to complete when the completion notification is clicked. Return true to close.
/// </summary>
public Func<bool> CompletionClickAction;
private class ProgressBar : Container
{
private readonly Box box;
private Color4 colourActive;
private Color4 colourInactive;
private float progress;
public float Progress
{
get => progress;
set
{
if (progress == value) return;
progress = value;
box.ResizeTo(new Vector2(progress, 1), 100, Easing.OutQuad);
}
}
private bool active;
public bool Active
{
get => active;
set
{
active = value;
this.FadeColour(active ? colourActive : colourInactive, 100);
}
}
public ProgressBar()
{
Children = new[]
{
box = new Box
{
RelativeSizeAxes = Axes.Both,
Width = 0,
}
};
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
colourActive = colours.Blue;
Colour = colourInactive = OsuColour.Gray(0.5f);
Height = 5;
}
}
}
public enum ProgressNotificationState
{
Queued,
Active,
Completed,
Cancelled
}
}