mirror of https://github.com/ppy/osu
321 lines
9.7 KiB
C#
321 lines
9.7 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.Threading;
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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.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Localisation;
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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.UserInterface;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Overlays.Notifications
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{
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public partial class ProgressNotification : Notification, IHasCompletionTarget
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{
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private const float loading_spinner_size = 22;
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public Func<bool>? CancelRequested { get; set; }
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protected override bool AllowFlingDismiss => false;
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/// <summary>
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/// The function to post completion notifications back to.
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/// </summary>
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public Action<Notification>? CompletionTarget { get; set; }
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/// <summary>
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/// An action to complete when the completion notification is clicked. Return true to close.
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/// </summary>
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public Func<bool>? CompletionClickAction { get; set; }
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private LocalisableString text;
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public override LocalisableString Text
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{
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get => text;
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set
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{
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text = value;
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Schedule(() => textDrawable.Text = text);
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}
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}
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public LocalisableString CompletionText { get; set; } = "Task has completed!";
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private float progress;
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public float Progress
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{
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get => progress;
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set
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{
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progress = value;
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Scheduler.AddOnce(p => progressBar.Progress = p, progress);
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}
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}
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protected override IconUsage CloseButtonIcon => FontAwesome.Solid.Times;
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[Resolved]
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private OverlayColourProvider colourProvider { get; set; } = null!;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// we may have received changes before we were displayed.
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Scheduler.AddOnce(updateState);
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}
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private readonly CancellationTokenSource cancellationTokenSource = new CancellationTokenSource();
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public CancellationToken CancellationToken => cancellationTokenSource.Token;
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public ProgressNotificationState State
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{
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get => state;
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set
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{
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if (state == value) return;
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state = value;
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Scheduler.AddOnce(updateState);
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attemptPostCompletion();
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}
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}
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private void updateState()
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{
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const double colour_fade_duration = 200;
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switch (state)
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{
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case ProgressNotificationState.Queued:
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Light.Colour = colourQueued;
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Light.Pulsate = false;
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progressBar.Active = false;
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IconContent.FadeColour(ColourInfo.GradientVertical(colourQueued, colourQueued.Lighten(0.5f)), colour_fade_duration);
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loadingSpinner.Show();
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break;
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case ProgressNotificationState.Active:
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Light.Colour = colourActive;
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Light.Pulsate = true;
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progressBar.Active = true;
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IconContent.FadeColour(ColourInfo.GradientVertical(colourActive, colourActive.Lighten(0.5f)), colour_fade_duration);
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loadingSpinner.Show();
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break;
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case ProgressNotificationState.Cancelled:
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cancellationTokenSource.Cancel();
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IconContent.FadeColour(ColourInfo.GradientVertical(Color4.Gray, Color4.Gray.Lighten(0.5f)), colour_fade_duration);
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loadingSpinner.Hide();
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var icon = new SpriteIcon
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{
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Icon = FontAwesome.Solid.Ban,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(loading_spinner_size),
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};
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IconContent.Add(icon);
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icon.FadeInFromZero(200, Easing.OutQuint);
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Light.Colour = colourCancelled;
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Light.Pulsate = false;
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progressBar.Active = false;
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break;
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case ProgressNotificationState.Completed:
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loadingSpinner.Hide();
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attemptPostCompletion();
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break;
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}
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}
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private int completionSent;
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/// <summary>
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/// Attempt to post a completion notification.
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/// </summary>
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private void attemptPostCompletion()
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{
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if (state != ProgressNotificationState.Completed) return;
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// This notification may not have been posted yet (and thus may not have a target to post the completion to).
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// Completion posting will be re-attempted in a scheduled invocation.
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if (CompletionTarget == null)
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return;
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// Thread-safe barrier, as this may be called by a web request and also scheduled to the update thread at the same time.
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if (Interlocked.Exchange(ref completionSent, 1) == 1)
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return;
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CompletionTarget.Invoke(CreateCompletionNotification());
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Close(false);
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}
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private ProgressNotificationState state;
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protected virtual Notification CreateCompletionNotification() => new ProgressCompletionNotification
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{
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Activated = CompletionClickAction,
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Text = CompletionText
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};
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public override bool DisplayOnTop => false;
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public override bool IsImportant => false;
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private readonly ProgressBar progressBar;
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private Color4 colourQueued;
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private Color4 colourActive;
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private Color4 colourCancelled;
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private LoadingSpinner loadingSpinner = null!;
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private readonly TextFlowContainer textDrawable;
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public ProgressNotification()
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{
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Content.Add(textDrawable = new OsuTextFlowContainer(t => t.Font = t.Font.With(size: 14, weight: FontWeight.Medium))
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{
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AutoSizeAxes = Axes.Y,
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RelativeSizeAxes = Axes.X,
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});
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MainContent.Add(progressBar = new ProgressBar
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{
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.X,
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});
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// make some extra space for the progress bar.
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IconContent.Margin = new MarginPadding { Bottom = 5 };
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State = ProgressNotificationState.Queued;
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// don't close on click by default.
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Activated = () => false;
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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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colourQueued = colours.YellowDark;
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colourActive = colours.Blue;
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colourCancelled = colours.Red;
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IconContent.AddRange(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 = colourProvider.Background5,
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Depth = float.MaxValue,
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},
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loadingSpinner = new LoadingSpinner
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{
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Size = new Vector2(loading_spinner_size),
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}
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});
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}
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public override void Close(bool runFlingAnimation)
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{
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switch (State)
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{
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case ProgressNotificationState.Completed:
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case ProgressNotificationState.Cancelled:
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base.Close(runFlingAnimation);
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break;
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case ProgressNotificationState.Active:
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case ProgressNotificationState.Queued:
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if (CancelRequested?.Invoke() != false)
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State = ProgressNotificationState.Cancelled;
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break;
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}
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}
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private partial class ProgressBar : Container
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{
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private readonly Box box;
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private Color4 colourActive;
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private Color4 colourInactive;
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private float progress;
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public float Progress
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{
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get => progress;
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set
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{
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if (progress == value) return;
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progress = value;
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box.ResizeTo(new Vector2(progress, 1), 100, Easing.OutQuad);
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}
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}
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private bool active;
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public bool Active
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{
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get => active;
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set
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{
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active = value;
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this.FadeColour(active ? colourActive : colourInactive, 100);
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}
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}
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public ProgressBar()
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{
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Children = new[]
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{
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box = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Width = 0,
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}
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};
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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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colourActive = colours.Blue;
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Colour = colourInactive = OsuColour.Gray(0.5f);
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Height = 5;
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}
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}
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}
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public enum ProgressNotificationState
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{
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Queued,
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Active,
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Completed,
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Cancelled
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}
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}
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