mirror of https://github.com/ppy/osu
97 lines
3.3 KiB
C#
97 lines
3.3 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 System;
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using JetBrains.Annotations;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Graphics.UserInterface
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{
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/// <summary>
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/// A layer that will show a loading spinner and completely block input to an area.
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/// Also optionally dims target elements.
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/// Useful for disabling all elements in a form and showing we are waiting on a response, for instance.
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/// </summary>
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public partial class LoadingLayer : LoadingSpinner
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{
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private readonly bool blockInput;
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[CanBeNull]
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protected Box BackgroundDimLayer { get; }
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/// <summary>
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/// Construct a new loading spinner.
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/// </summary>
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/// <param name="dimBackground">Whether the full background area should be dimmed while loading.</param>
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/// <param name="withBox">Whether the spinner should have a surrounding black box for visibility.</param>
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/// <param name="blockInput">Whether to block input of components behind the loading layer.</param>
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public LoadingLayer(bool dimBackground = false, bool withBox = true, bool blockInput = true)
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: base(withBox)
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{
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this.blockInput = blockInput;
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RelativeSizeAxes = Axes.Both;
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Size = new Vector2(1);
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MainContents.RelativeSizeAxes = Axes.None;
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if (dimBackground)
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{
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AddInternal(BackgroundDimLayer = new Box
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{
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Depth = float.MaxValue,
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Colour = Color4.Black,
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Alpha = 0,
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RelativeSizeAxes = Axes.Both,
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});
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}
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}
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public override bool HandleNonPositionalInput => false;
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protected override bool Handle(UIEvent e)
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{
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if (!blockInput)
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return false;
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switch (e)
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{
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// blocking scroll can cause weird behaviour when this layer is used within a ScrollContainer.
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case ScrollEvent:
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return false;
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// blocking touch events causes the ISourcedFromTouch versions to not be fired, potentially impeding behaviour of drawables *above* the loading layer that may utilise these.
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// note that this will not work well if touch handling elements are beneath this loading layer (something to consider for the future).
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case TouchEvent:
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return false;
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}
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return true;
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}
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protected override void PopIn()
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{
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BackgroundDimLayer?.FadeTo(0.5f, TRANSITION_DURATION * 2, Easing.OutQuint);
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base.PopIn();
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}
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protected override void PopOut()
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{
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BackgroundDimLayer?.FadeOut(TRANSITION_DURATION, Easing.OutQuint);
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base.PopOut();
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}
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protected override void Update()
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{
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base.Update();
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MainContents.Size = new Vector2(Math.Clamp(Math.Min(DrawWidth, DrawHeight) * 0.25f, 20, 100));
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}
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}
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}
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