mirror of
https://github.com/ppy/osu
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141 lines
4.6 KiB
C#
141 lines
4.6 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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#nullable disable
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Overlays.Dialog;
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using osu.Game.Graphics.Containers;
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using osu.Game.Input.Bindings;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Input.Events;
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using osu.Game.Audio.Effects;
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namespace osu.Game.Overlays
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{
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public partial class DialogOverlay : OsuFocusedOverlayContainer, IDialogOverlay
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{
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private readonly Container dialogContainer;
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protected override string PopInSampleName => "UI/dialog-pop-in";
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protected override string PopOutSampleName => "UI/dialog-pop-out";
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private AudioFilter lowPassFilter;
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public PopupDialog CurrentDialog { get; private set; }
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public override bool IsPresent => Scheduler.HasPendingTasks
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|| dialogContainer.Children.Count > 0
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// Safety for low pass filter potentially getting stuck in applied state due to
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// transforms on `this` causing children to no longer be updated.
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|| lowPassFilter.IsAttached;
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public DialogOverlay()
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{
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AutoSizeAxes = Axes.Y;
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Child = dialogContainer = new Container
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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};
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Width = 500;
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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}
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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AddInternal(lowPassFilter = new AudioFilter(audio.TrackMixer));
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}
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public void Push(PopupDialog dialog)
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{
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if (dialog == CurrentDialog || dialog.State.Value == Visibility.Hidden) return;
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// Immediately update the externally accessible property as this may be used for checks even before
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// a DialogOverlay instance has finished loading.
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var lastDialog = CurrentDialog;
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CurrentDialog = dialog;
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Schedule(() =>
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{
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// if any existing dialog is being displayed, dismiss it before showing a new one.
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lastDialog?.Hide();
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// if the new dialog is hidden before added to the dialogContainer, bypass any further operations.
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if (dialog.State.Value == Visibility.Hidden)
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{
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dismiss();
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return;
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}
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dialogContainer.Add(dialog);
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Show();
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dialog.State.BindValueChanged(state =>
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{
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if (state.NewValue != Visibility.Hidden) return;
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// Trigger the demise of the dialog as soon as it hides.
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dialog.Delay(PopupDialog.EXIT_DURATION).Expire();
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dismiss();
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});
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});
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void dismiss()
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{
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if (dialog != CurrentDialog) return;
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// Handle the case where the dialog is the currently displayed dialog.
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// In this scenario, the overlay itself should also be hidden.
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Hide();
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CurrentDialog = null;
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}
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}
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protected override bool BlockNonPositionalInput => true;
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protected override void PopIn()
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{
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lowPassFilter.CutoffTo(300, 100, Easing.OutCubic);
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}
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protected override void PopOut()
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{
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base.PopOut();
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lowPassFilter.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF, 100, Easing.InCubic);
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// PopOut gets called initially, but we only want to hide dialog when we have been loaded and are present.
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if (IsLoaded && CurrentDialog?.State.Value == Visibility.Visible)
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CurrentDialog.Hide();
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}
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public override bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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if (e.Repeat)
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return false;
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switch (e.Action)
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{
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case GlobalAction.Select:
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var clickableButton =
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CurrentDialog?.Buttons.OfType<PopupDialogOkButton>().FirstOrDefault() ??
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CurrentDialog?.Buttons.First();
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clickableButton?.TriggerClick();
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return true;
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}
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return base.OnPressed(e);
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}
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}
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}
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