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// 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.
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using System.Linq ;
using osu.Framework.Extensions.IEnumerableExtensions ;
using osu.Framework.Graphics ;
using osu.Framework.Graphics.Containers ;
using osu.Game.Overlays.Notifications ;
using osu.Framework.Graphics.Shapes ;
using osu.Game.Graphics.Containers ;
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.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.Localisation ;
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namespace osu.Game.Overlays
{
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public class NotificationOverlay : OsuFocusedOverlayContainer , INamedOverlayComponent
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{
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public string IconTexture = > "Icons/Hexacons/notification" ;
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public LocalisableString Title = > NotificationsStrings . HeaderTitle ;
public LocalisableString Description = > NotificationsStrings . HeaderDescription ;
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public const float WIDTH = 320 ;
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public const float TRANSITION_LENGTH = 600 ;
private FlowContainer < NotificationSection > sections ;
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[Resolved]
private AudioManager audio { get ; set ; }
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[BackgroundDependencyLoader]
private void load ( )
{
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X = WIDTH ;
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Width = WIDTH ;
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RelativeSizeAxes = Axes . Y ;
Children = new Drawable [ ]
{
new Box
{
RelativeSizeAxes = Axes . Both ,
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Colour = OsuColour . Gray ( 0.05f ) ,
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} ,
new OsuScrollContainer
{
Masking = true ,
RelativeSizeAxes = Axes . Both ,
Children = new [ ]
{
sections = new FillFlowContainer < NotificationSection >
{
Direction = FillDirection . Vertical ,
AutoSizeAxes = Axes . Y ,
RelativeSizeAxes = Axes . X ,
Children = new [ ]
{
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new NotificationSection ( @"Notifications" , @"Clear All" )
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{
AcceptTypes = new [ ] { typeof ( SimpleNotification ) }
} ,
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new NotificationSection ( @"Running Tasks" , @"Cancel All" )
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{
AcceptTypes = new [ ] { typeof ( ProgressNotification ) }
}
}
}
}
}
} ;
}
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private ScheduledDelegate notificationsEnabler ;
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private void updateProcessingMode ( )
{
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bool enabled = OverlayActivationMode . Value = = OverlayActivation . All | | State . Value = = Visibility . Visible ;
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notificationsEnabler ? . Cancel ( ) ;
if ( enabled )
// 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
processingPosts = false ;
}
protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
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State . ValueChanged + = _ = > updateProcessingMode ( ) ;
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OverlayActivationMode . BindValueChanged ( _ = > updateProcessingMode ( ) , true ) ;
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}
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public readonly BindableInt UnreadCount = new BindableInt ( ) ;
private int runningDepth ;
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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/// <summary>
/// Post a new notification for display.
/// </summary>
/// <param name="notification">The notification to display.</param>
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public void Post ( Notification notification ) = > postScheduler . Add ( ( ) = >
{
+ + 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 ;
var ourType = notification . GetType ( ) ;
var section = sections . Children . FirstOrDefault ( s = > s . AcceptTypes . Any ( accept = > accept . IsAssignableFrom ( ourType ) ) ) ;
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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} ) ;
protected override void Update ( )
{
base . Update ( ) ;
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if ( processingPosts )
postScheduler . Update ( ) ;
}
protected override void PopIn ( )
{
base . PopIn ( ) ;
this . MoveToX ( 0 , TRANSITION_LENGTH , Easing . OutQuint ) ;
this . FadeTo ( 1 , TRANSITION_LENGTH , Easing . OutQuint ) ;
}
protected override void PopOut ( )
{
base . PopOut ( ) ;
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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private void notificationClosed ( )
{
updateCounts ( ) ;
// this debounce is currently shared between popin/popout sounds, which means one could potentially not play when the user is expecting it.
// popout is constant across all notification types, and should therefore be handled using playback concurrency instead, but seems broken at the moment.
playDebouncedSample ( "UI/overlay-pop-out" ) ;
}
private void playDebouncedSample ( string sampleName )
{
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if ( lastSamplePlayback = = null | | Time . Current - lastSamplePlayback > OsuGameBase . SAMPLE_DEBOUNCE_TIME )
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{
audio . Samples . Get ( sampleName ) ? . Play ( ) ;
lastSamplePlayback = Time . Current ;
}
}
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private void updateCounts ( )
{
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UnreadCount . Value = sections . Select ( c = > c . UnreadCount ) . Sum ( ) ;
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}
private void markAllRead ( )
{
sections . Children . ForEach ( s = > s . MarkAllRead ( ) ) ;
updateCounts ( ) ;
}
}
}