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275 lines
9.0 KiB
C#
275 lines
9.0 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;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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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.Effects;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Localisation;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
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using osuTK;
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using osuTK.Graphics;
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using osu.Game.Localisation;
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namespace osu.Game.Screens.Play
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{
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public abstract partial class GameplayMenuOverlay : OverlayContainer, IKeyBindingHandler<GlobalAction>
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{
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protected const int TRANSITION_DURATION = 200;
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private const int button_height = 70;
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private const float background_alpha = 0.75f;
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protected override bool BlockNonPositionalInput => true;
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protected override bool BlockScrollInput => false;
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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public Action? OnRetry;
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public Action? OnQuit;
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/// <summary>
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/// Action that is invoked when <see cref="GlobalAction.Back"/> is triggered.
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/// </summary>
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protected virtual Action BackAction => () =>
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{
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// We prefer triggering the button click as it will animate...
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// but sometimes buttons aren't present (see FailOverlay's constructor as an example).
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if (Buttons.Any())
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Buttons.Last().TriggerClick();
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else
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OnQuit?.Invoke();
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};
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/// <summary>
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/// Action that is invoked when <see cref="GlobalAction.Select"/> is triggered.
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/// </summary>
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protected virtual Action SelectAction => () => InternalButtons.Selected?.TriggerClick();
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public abstract LocalisableString Header { get; }
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protected SelectionCycleFillFlowContainer<DialogButton> InternalButtons = null!;
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public IReadOnlyList<DialogButton> Buttons => InternalButtons;
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private TextFlowContainer playInfoText = null!;
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[Resolved]
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private GlobalActionContainer globalAction { get; set; } = null!;
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protected GameplayMenuOverlay()
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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)
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{
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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 = Color4.Black,
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Alpha = background_alpha,
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},
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new FillFlowContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Direction = FillDirection.Vertical,
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Spacing = new Vector2(0, 50),
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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Children = new Drawable[]
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{
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new OsuSpriteText
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{
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Text = Header,
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Font = OsuFont.GetFont(size: 48),
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Origin = Anchor.TopCentre,
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Anchor = Anchor.TopCentre,
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Colour = colours.Yellow,
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},
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InternalButtons = new SelectionCycleFillFlowContainer<DialogButton>
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{
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Origin = Anchor.TopCentre,
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Anchor = Anchor.TopCentre,
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Direction = FillDirection.Vertical,
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Masking = true,
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EdgeEffect = new EdgeEffectParameters
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{
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Type = EdgeEffectType.Shadow,
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Colour = Color4.Black.Opacity(0.6f),
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Radius = 50
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},
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},
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playInfoText = new OsuTextFlowContainer(cp => cp.Font = OsuFont.GetFont(size: 18))
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{
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Origin = Anchor.TopCentre,
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Anchor = Anchor.TopCentre,
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TextAnchor = Anchor.TopCentre,
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AutoSizeAxes = Axes.Both,
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}
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}
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},
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};
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State.ValueChanged += _ => InternalButtons.Deselect();
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updateInfoText();
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}
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private int retries;
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public int Retries
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{
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set
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{
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if (value == retries)
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return;
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retries = value;
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if (IsLoaded)
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updateInfoText();
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}
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}
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protected override void PopIn()
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{
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this.FadeIn(TRANSITION_DURATION, Easing.In);
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updateInfoText();
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}
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protected override void PopOut() => this.FadeOut(TRANSITION_DURATION, Easing.In);
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// Don't let mouse down events through the overlay or people can click circles while paused.
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protected override bool OnMouseDown(MouseDownEvent e) => true;
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protected override bool OnMouseMove(MouseMoveEvent e) => true;
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protected void AddButton(LocalisableString text, Color4 colour, Action? action)
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{
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var button = new Button
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{
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Text = text,
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ButtonColour = colour,
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Origin = Anchor.TopCentre,
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Anchor = Anchor.TopCentre,
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Height = button_height,
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Action = delegate
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{
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action?.Invoke();
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Hide();
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}
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};
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InternalButtons.Add(button);
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}
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public virtual bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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switch (e.Action)
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{
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case GlobalAction.SelectPrevious:
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InternalButtons.SelectPrevious();
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return true;
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case GlobalAction.SelectNext:
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InternalButtons.SelectNext();
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return true;
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case GlobalAction.Back:
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BackAction.Invoke();
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return true;
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case GlobalAction.Select:
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SelectAction.Invoke();
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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 void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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[Resolved]
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private IGameplayClock? gameplayClock { get; set; }
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[Resolved]
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private GameplayState? gameplayState { get; set; }
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private void updateInfoText()
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{
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playInfoText.Clear();
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playInfoText.AddText(GameplayMenuOverlayStrings.RetryCount);
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playInfoText.AddText(retries.ToString(), cp => cp.Font = cp.Font.With(weight: FontWeight.Bold));
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if (getSongProgress() is int progress)
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{
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playInfoText.NewLine();
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playInfoText.AddText(GameplayMenuOverlayStrings.SongProgress);
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playInfoText.AddText($"{progress}%", cp => cp.Font = cp.Font.With(weight: FontWeight.Bold));
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}
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}
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private int? getSongProgress()
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{
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if (gameplayClock == null || gameplayState == null)
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return null;
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(double firstHitTime, double lastHitTime) = gameplayState.Beatmap.CalculatePlayableBounds();
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double playableLength = (lastHitTime - firstHitTime);
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if (playableLength == 0)
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return 0;
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return (int)Math.Clamp(((gameplayClock.CurrentTime - firstHitTime) / playableLength) * 100, 0, 100);
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}
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private partial class Button : DialogButton
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{
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// required to ensure keyboard navigation always starts from an extremity (unless the cursor is moved)
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protected override bool OnHover(HoverEvent e) => true;
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protected override bool OnMouseMove(MouseMoveEvent e)
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{
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State = SelectionState.Selected;
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return base.OnMouseMove(e);
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}
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}
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protected override bool Handle(UIEvent e)
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{
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switch (e)
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{
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case ScrollEvent:
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if (ReceivePositionalInputAt(e.ScreenSpaceMousePosition))
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return globalAction.TriggerEvent(e);
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break;
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}
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return base.Handle(e);
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}
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}
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}
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