osu/osu.Game/GameModes/Menu/ButtonSystem.cs
2016-10-08 19:23:21 +09:00

622 lines
23 KiB
C#

//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Drawables;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Transformations;
using osu.Framework.Input;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Input;
namespace osu.Game.GameModes.Menu
{
public partial class ButtonSystem : Container
{
public Action OnEdit;
public Action OnExit;
public Action OnDirect;
public Action OnSolo;
public Action OnSettings;
public Action OnMulti;
public Action OnChart;
public Action OnTest;
private FlowContainerWithOrigin buttonFlow;
const float button_area_height = 100;
const float button_width = 140f;
const float wedge_width = 20;
public const int EXIT_DELAY = 3000;
private OsuLogo osuLogo;
private Drawable iconFacade;
private Container buttonArea;
private Box buttonAreaBackground;
private Button backButton;
private Button settingsButton;
List<Button> buttonsTopLevel = new List<Button>();
List<Button> buttonsPlay = new List<Button>();
public enum MenuState
{
Initial,
TopLevel,
Play,
EnteringMode,
Exit,
}
public ButtonSystem()
{
RelativeSizeAxes = Axes.Both;
}
public override void Load()
{
base.Load();
Children = new Drawable[]
{
buttonArea = new Container
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.X,
Size = new Vector2(1, button_area_height),
Alpha = 0,
Children = new Drawable[]
{
buttonAreaBackground = new Box
{
RelativeSizeAxes = Axes.Both,
Size = new Vector2(2, 1),
Colour = new Color4(50, 50, 50, 255),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
buttonFlow = new FlowContainerWithOrigin
{
Anchor = Anchor.Centre,
Padding = new Vector2(-wedge_width, 0),
Children = new Drawable[]
{
settingsButton = new Button(@"settings", @"options", FontAwesome.gear, new Color4(85, 85, 85, 255), OnSettings, -wedge_width, Key.O),
backButton = new Button(@"back", @"back", FontAwesome.fa_osu_left_o, new Color4(51, 58, 94, 255), onBack, -wedge_width, Key.Escape),
iconFacade = new Container //need a container to make the osu! icon flow properly.
{
Size = new Vector2(0, button_area_height)
}
},
CentreTarget = iconFacade
}
}
},
osuLogo = new OsuLogo
{
Action = onOsuLogo,
Origin = Anchor.Centre,
Anchor = Anchor.Centre
}
};
buttonFlow.Position = new Vector2(wedge_width * 2 - (button_width + osuLogo.SizeForFlow / 4), 0);
buttonsPlay.Add((Button)buttonFlow.Add(new Button(@"solo", @"freeplay", FontAwesome.user, new Color4(102, 68, 204, 255), OnSolo, wedge_width, Key.P)));
buttonsPlay.Add((Button)buttonFlow.Add(new Button(@"multi", @"multiplayer", FontAwesome.users, new Color4(94, 63, 186, 255), OnMulti, 0, Key.M)));
buttonsPlay.Add((Button)buttonFlow.Add(new Button(@"chart", @"charts", FontAwesome.fa_osu_charts, new Color4(80, 53, 160, 255), OnChart)));
buttonsTopLevel.Add((Button)buttonFlow.Add(new Button(@"play", @"play", FontAwesome.fa_osu_logo, new Color4(102, 68, 204, 255), onPlay, wedge_width, Key.P)));
buttonsTopLevel.Add((Button)buttonFlow.Add(new Button(@"osu!editor", @"edit", FontAwesome.fa_osu_edit_o, new Color4(238, 170, 0, 255), OnEdit, 0, Key.E)));
buttonsTopLevel.Add((Button)buttonFlow.Add(new Button(@"osu!direct", @"direct", FontAwesome.fa_osu_chevron_down_o, new Color4(165, 204, 0, 255), OnDirect, 0, Key.D)));
buttonsTopLevel.Add((Button)buttonFlow.Add(new Button(@"exit", @"exit", FontAwesome.fa_osu_cross_o, new Color4(238, 51, 153, 255), onExit, 0, Key.Q)));
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
switch (args.Key)
{
case Key.Space:
osuLogo.TriggerClick(state);
return true;
case Key.Escape:
if (State == MenuState.Initial)
return false;
State = MenuState.Initial;
return true;
}
return true;
}
private void onPlay()
{
State = MenuState.Play;
}
private void onExit()
{
State = MenuState.Exit;
OnExit?.Invoke();
}
private void onBack()
{
State = MenuState.TopLevel;
}
private void onOsuLogo()
{
switch (state)
{
case MenuState.Initial:
//Game.Audio.PlaySamplePositional(@"menuhit");
State = MenuState.TopLevel;
return;
case MenuState.TopLevel:
buttonsTopLevel.First().TriggerMouseDown();
return;
case MenuState.Play:
buttonsPlay.First().TriggerMouseDown();
return;
}
}
MenuState state;
public override bool HandleInput => state != MenuState.Exit;
public MenuState State
{
get
{
return state;
}
set
{
if (state == value) return;
MenuState lastState = state;
state = value;
//todo: figure a more elegant way of doing this.
buttonsTopLevel.ForEach(b => b.ContractStyle = 0);
buttonsPlay.ForEach(b => b.ContractStyle = 0);
backButton.ContractStyle = 0;
settingsButton.ContractStyle = 0;
switch (state)
{
case MenuState.Initial:
buttonAreaBackground.ScaleTo(Vector2.One, 500, EasingTypes.Out);
buttonArea.FadeOut(500);
osuLogo.Delay(150);
osuLogo.MoveTo(Vector2.Zero, 800, EasingTypes.OutExpo);
osuLogo.ScaleTo(1, 800, EasingTypes.OutExpo);
foreach (Button b in buttonsTopLevel)
b.State = Button.ButtonState.Contracted;
foreach (Button b in buttonsPlay)
b.State = Button.ButtonState.Contracted;
break;
case MenuState.TopLevel:
buttonAreaBackground.ScaleTo(Vector2.One, 200, EasingTypes.Out);
osuLogo.MoveTo(buttonFlow.Position, 200, EasingTypes.In);
osuLogo.ScaleTo(0.5f, 200, EasingTypes.In);
buttonArea.FadeIn(300);
if (lastState == MenuState.Initial)
//todo: this propagates to invisible children and causes delays later down the track (on first MenuState.Play)
buttonArea.Delay(150, true);
foreach (Button b in buttonsTopLevel)
b.State = Button.ButtonState.Expanded;
foreach (Button b in buttonsPlay)
b.State = Button.ButtonState.Contracted;
break;
case MenuState.Play:
foreach (Button b in buttonsTopLevel)
b.State = Button.ButtonState.Exploded;
foreach (Button b in buttonsPlay)
b.State = Button.ButtonState.Expanded;
break;
case MenuState.EnteringMode:
buttonAreaBackground.ScaleTo(new Vector2(2, 0), 300, EasingTypes.InSine);
buttonsTopLevel.ForEach(b => b.ContractStyle = 1);
buttonsPlay.ForEach(b => b.ContractStyle = 1);
backButton.ContractStyle = 1;
settingsButton.ContractStyle = 1;
foreach (Button b in buttonsTopLevel)
b.State = Button.ButtonState.Contracted;
foreach (Button b in buttonsPlay)
b.State = Button.ButtonState.Contracted;
break;
case MenuState.Exit:
buttonArea.FadeOut(200);
foreach (Button b in buttonsTopLevel)
b.State = Button.ButtonState.Contracted;
foreach (Button b in buttonsPlay)
b.State = Button.ButtonState.Contracted;
osuLogo.Delay(150);
osuLogo.ScaleTo(1f, EXIT_DELAY * 1.5f);
osuLogo.RotateTo(20, EXIT_DELAY * 1.5f);
osuLogo.FadeOut(EXIT_DELAY);
break;
}
backButton.State = state == MenuState.Play ? Button.ButtonState.Expanded : Button.ButtonState.Contracted;
settingsButton.State = state == MenuState.TopLevel ? Button.ButtonState.Expanded : Button.ButtonState.Contracted;
if (lastState == MenuState.Initial)
buttonArea.DelayReset();
}
}
protected override void Update()
{
//if (OsuGame.IdleTime > 6000 && State != MenuState.Exit)
// State = MenuState.Initial;
iconFacade.Width = osuLogo.SizeForFlow * 0.5f;
base.Update();
}
/// <summary>
/// A flow container with an origin based on one of its contained drawables.
/// </summary>
private class FlowContainerWithOrigin : FlowContainer
{
/// <summary>
/// A target drawable which this flowcontainer should be centered around.
/// This target MUST be in this FlowContainer's *direct* children.
/// </summary>
internal Drawable CentreTarget;
public override Anchor Origin => Anchor.Custom;
public override Vector2 OriginPosition
{
get
{
if (CentreTarget == null)
return base.OriginPosition;
return CentreTarget.Position + CentreTarget.Size / 2;
}
}
public FlowContainerWithOrigin()
{
Direction = FlowDirection.HorizontalOnly;
}
}
/// <summary>
/// Button designed specifically for the osu!next main menu.
/// In order to correctly flow, we have to use a negative margin on the parent container (due to the parallelogram shape).
/// </summary>
private class Button : AutoSizeContainer
{
private Container iconText;
private WedgedBox box;
private Color4 colour;
private TextAwesome icon;
private string internalName;
private readonly FontAwesome symbol;
private Action clickAction;
private readonly float extraWidth;
private Key triggerKey;
private string text;
public override Quad ScreenSpaceInputQuad => box.ScreenSpaceInputQuad;
public Button(string text, string internalName, FontAwesome symbol, Color4 colour, Action clickAction = null, float extraWidth = 0, Key triggerKey = Key.Unknown)
{
this.internalName = internalName;
this.symbol = symbol;
this.colour = colour;
this.clickAction = clickAction;
this.extraWidth = extraWidth;
this.triggerKey = triggerKey;
this.text = text;
}
public override void Load()
{
base.Load();
Alpha = 0;
Children = new Drawable[]
{
box = new WedgedBox(new Vector2(button_width + Math.Abs(extraWidth), button_area_height), wedge_width)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Colour = colour,
Scale = new Vector2(0, 1)
},
iconText = new AutoSizeContainer
{
Position = new Vector2(extraWidth / 2, 0),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Children = new Drawable[]
{
icon = new TextAwesome
{
Anchor = Anchor.Centre,
TextSize = 30,
Position = new Vector2(0, 0),
Icon = symbol
},
new SpriteText
{
Direction = FlowDirection.HorizontalOnly,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
TextSize = 16,
Position = new Vector2(0, 35),
Text = text
}
}
}
};
}
protected override bool OnHover(InputState state)
{
if (State != ButtonState.Expanded) return true;
//if (OsuGame.Instance.IsActive)
// Game.Audio.PlaySamplePositional($@"menu-{internalName}-hover", @"menuclick");
box.ScaleTo(new Vector2(1.5f, 1), 500, EasingTypes.OutElastic);
int duration = 0; //(int)(Game.Audio.BeatLength / 2);
if (duration == 0) duration = 250;
icon.ClearTransformations();
icon.ScaleTo(1, 500, EasingTypes.OutElasticHalf);
double offset = 0; //(1 - Game.Audio.SyncBeatProgress) * duration;
double startTime = Time + offset;
icon.RotateTo(10, offset, EasingTypes.InOutSine);
icon.ScaleTo(new Vector2(1, 0.9f), offset, EasingTypes.Out);
icon.Transforms.Add(new TransformRotation(Clock)
{
StartValue = -10,
EndValue = 10,
StartTime = startTime,
EndTime = startTime + duration * 2,
Easing = EasingTypes.InOutSine,
LoopCount = -1,
LoopDelay = duration * 2
});
icon.Transforms.Add(new TransformPosition(Clock)
{
StartValue = Vector2.Zero,
EndValue = new Vector2(0, -10),
StartTime = startTime,
EndTime = startTime + duration,
Easing = EasingTypes.Out,
LoopCount = -1,
LoopDelay = duration
});
icon.Transforms.Add(new TransformScaleVector(Clock)
{
StartValue = new Vector2(1, 0.9f),
EndValue = Vector2.One,
StartTime = startTime,
EndTime = startTime + duration,
Easing = EasingTypes.Out,
LoopCount = -1,
LoopDelay = duration
});
icon.Transforms.Add(new TransformPosition(Clock)
{
StartValue = new Vector2(0, -10),
EndValue = Vector2.Zero,
StartTime = startTime + duration,
EndTime = startTime + duration * 2,
Easing = EasingTypes.In,
LoopCount = -1,
LoopDelay = duration
});
icon.Transforms.Add(new TransformScaleVector(Clock)
{
StartValue = Vector2.One,
EndValue = new Vector2(1, 0.9f),
StartTime = startTime + duration,
EndTime = startTime + duration * 2,
Easing = EasingTypes.In,
LoopCount = -1,
LoopDelay = duration
});
icon.Transforms.Add(new TransformRotation(Clock)
{
StartValue = 10,
EndValue = -10,
StartTime = startTime + duration * 2,
EndTime = startTime + duration * 4,
Easing = EasingTypes.InOutSine,
LoopCount = -1,
LoopDelay = duration * 2
});
return true;
}
protected override void OnHoverLost(InputState state)
{
icon.ClearTransformations();
icon.RotateTo(0, 500, EasingTypes.Out);
icon.MoveTo(Vector2.Zero, 500, EasingTypes.Out);
icon.ScaleTo(0.7f, 500, EasingTypes.OutElasticHalf);
icon.ScaleTo(Vector2.One, 200, EasingTypes.Out);
if (State == ButtonState.Expanded)
box.ScaleTo(new Vector2(1, 1), 500, EasingTypes.OutElastic);
}
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
{
trigger();
return true;
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
base.OnKeyDown(state, args);
if (triggerKey == args.Key && triggerKey != Key.Unknown)
{
trigger();
return true;
}
return false;
}
private void trigger()
{
//Game.Audio.PlaySamplePositional($@"menu-{internalName}-click", internalName.Contains(@"back") ? @"menuback" : @"menuhit");
clickAction?.Invoke();
//box.FlashColour(ColourHelper.Lighten2(colour, 0.7f), 200);
}
public override bool HandleInput => state != ButtonState.Exploded && box.Scale.X >= 0.8f;
protected override void Update()
{
iconText.Alpha = MathHelper.Clamp((box.Scale.X - 0.5f) / 0.3f, 0, 1);
base.Update();
}
public int ContractStyle;
ButtonState state;
public ButtonState State
{
get { return state; }
set
{
if (state == value)
return;
state = value;
switch (state)
{
case ButtonState.Contracted:
switch (ContractStyle)
{
default:
box.ScaleTo(new Vector2(0, 1), 500, EasingTypes.OutExpo);
FadeOut(500);
break;
case 1:
box.ScaleTo(new Vector2(0, 1), 400, EasingTypes.InSine);
FadeOut(800);
break;
}
break;
case ButtonState.Expanded:
const int expand_duration = 500;
box.ScaleTo(new Vector2(1, 1), expand_duration, EasingTypes.OutExpo);
FadeIn(expand_duration / 6);
break;
case ButtonState.Exploded:
const int explode_duration = 200;
box.ScaleTo(new Vector2(2, 1), explode_duration, EasingTypes.OutExpo);
FadeOut(explode_duration / 4 * 3);
break;
}
}
}
public enum ButtonState
{
Contracted,
Expanded,
Exploded
}
/// <summary>
/// ________
/// / /
/// / /
/// /_______/
/// </summary>
class WedgedBox : Box
{
float wedgeWidth;
public WedgedBox(Vector2 boxSize, float wedgeWidth)
{
Size = boxSize;
this.wedgeWidth = wedgeWidth;
}
/// <summary>
/// Custom DrawQuad used to create the slanted effect.
/// </summary>
protected override Quad DrawQuad
{
get
{
Quad q = base.DrawQuad;
//Will become infinite if we don't limit its maximum size.
float wedge = Math.Min(q.Width, wedgeWidth / Scale.X);
q.TopLeft.X += wedge;
q.BottomRight.X -= wedge;
return q;
}
}
}
}
internal class MenuVisualisation : Drawable
{
}
}
}