mirror of https://github.com/ppy/osu
281 lines
10 KiB
C#
281 lines
10 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.Collections.Generic;
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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.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
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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.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.Graphics.Containers;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Resources.Localisation.Web;
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using osuTK;
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using osuTK.Graphics;
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using NotificationsStrings = osu.Game.Localisation.NotificationsStrings;
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namespace osu.Game.Overlays
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{
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public partial class NotificationOverlay : OsuFocusedOverlayContainer, INamedOverlayComponent, INotificationOverlay
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{
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public IconUsage Icon => OsuIcon.Notification;
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public LocalisableString Title => NotificationsStrings.HeaderTitle;
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public LocalisableString Description => NotificationsStrings.HeaderDescription;
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protected override double PopInOutSampleBalance => OsuGameBase.SFX_STEREO_STRENGTH;
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public const float WIDTH = 320;
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public const float TRANSITION_LENGTH = 600;
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public IEnumerable<Notification> AllNotifications =>
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IsLoaded ? toastTray.Notifications.Concat(sections.SelectMany(s => s.Notifications)) : Array.Empty<Notification>();
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private FlowContainer<NotificationSection> sections = null!;
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[Resolved]
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private AudioManager audio { get; set; } = null!;
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[Resolved]
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private OsuGame? game { get; set; }
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[Cached]
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private OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Purple);
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
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{
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if (State.Value == Visibility.Visible)
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return base.ReceivePositionalInputAt(screenSpacePos);
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if (toastTray.IsDisplayingToasts)
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return toastTray.ReceivePositionalInputAt(screenSpacePos);
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return false;
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}
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public override bool PropagatePositionalInputSubTree => base.PropagatePositionalInputSubTree || toastTray.IsDisplayingToasts;
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private NotificationOverlayToastTray toastTray = null!;
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private Container mainContent = null!;
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[BackgroundDependencyLoader]
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private void load()
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{
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X = WIDTH;
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Width = WIDTH;
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RelativeSizeAxes = Axes.Y;
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Children = new Drawable[]
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{
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toastTray = new NotificationOverlayToastTray
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{
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ForwardNotificationToPermanentStore = addPermanently,
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Origin = Anchor.TopRight,
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},
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mainContent = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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EdgeEffect = new EdgeEffectParameters
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{
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Colour = Color4.Black.Opacity(0),
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Type = EdgeEffectType.Shadow,
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Radius = 10,
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Hollow = true,
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},
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Children = 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.Background4,
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},
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new OsuScrollContainer
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{
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Masking = true,
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RelativeSizeAxes = Axes.Both,
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Children = new[]
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{
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sections = new FillFlowContainer<NotificationSection>
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{
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Direction = FillDirection.Vertical,
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AutoSizeAxes = Axes.Y,
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RelativeSizeAxes = Axes.X,
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Children = new[]
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{
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// The main section adds as a catch-all for notifications which don't group into other sections.
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new NotificationSection(AccountsStrings.NotificationsTitle),
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new NotificationSection(NotificationsStrings.RunningTasks, new[] { typeof(ProgressNotification) }),
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}
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}
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}
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}
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}
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},
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};
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}
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private ScheduledDelegate? notificationsEnabler;
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private void updateProcessingMode()
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{
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bool enabled = OverlayActivationMode.Value != OverlayActivation.Disabled || State.Value == Visibility.Visible;
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notificationsEnabler?.Cancel();
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if (enabled)
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// 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 : 250);
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else
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{
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processingPosts = false;
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toastTray.FlushAllToasts();
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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State.BindValueChanged(_ => updateProcessingMode());
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OverlayActivationMode.BindValueChanged(_ => updateProcessingMode(), true);
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}
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public IBindable<int> UnreadCount => unreadCount;
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public int ToastCount => toastTray.UnreadCount;
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private readonly BindableInt unreadCount = new BindableInt();
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private int runningDepth;
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private readonly Scheduler postScheduler = new Scheduler();
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public override bool IsPresent =>
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// Delegate presence as we need to consider the toast tray in addition to the main overlay.
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State.Value == Visibility.Visible || mainContent.IsPresent || toastTray.IsPresent || postScheduler.HasPendingTasks;
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private bool processingPosts = true;
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private double? lastSamplePlayback;
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public void Post(Notification notification) => postScheduler.Add(() =>
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{
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++runningDepth;
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Logger.Log($"⚠️ {notification.Text}");
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notification.Closed += () => notificationClosed(notification);
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if (notification is IHasCompletionTarget hasCompletionTarget)
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hasCompletionTarget.CompletionTarget = Post;
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playDebouncedSample(notification.PopInSampleName);
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if (notification.IsImportant)
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{
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game?.Window?.Flash();
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notification.Closed += () => game?.Window?.CancelFlash();
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}
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if (State.Value == Visibility.Hidden)
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{
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notification.IsInToastTray = true;
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toastTray.Post(notification);
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}
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else
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addPermanently(notification);
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updateCounts();
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});
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private void addPermanently(Notification notification)
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{
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notification.IsInToastTray = false;
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var ourType = notification.GetType();
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int depth = notification.DisplayOnTop ? -runningDepth : runningDepth;
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var section = sections.Children.FirstOrDefault(s => s.AcceptedNotificationTypes?.Any(accept => accept.IsAssignableFrom(ourType)) == true)
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?? sections.First();
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section.Add(notification, depth);
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updateCounts();
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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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if (processingPosts)
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postScheduler.Update();
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}
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protected override void PopIn()
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{
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this.MoveToX(0, TRANSITION_LENGTH, Easing.OutQuint);
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mainContent.FadeTo(1, TRANSITION_LENGTH / 2, Easing.OutQuint);
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mainContent.FadeEdgeEffectTo(WaveContainer.SHADOW_OPACITY, WaveContainer.APPEAR_DURATION, Easing.Out);
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toastTray.FlushAllToasts();
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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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markAllRead();
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this.MoveToX(WIDTH, TRANSITION_LENGTH, Easing.OutQuint);
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mainContent.FadeTo(0, TRANSITION_LENGTH / 2, Easing.OutQuint);
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mainContent.FadeEdgeEffectTo(0, WaveContainer.DISAPPEAR_DURATION, Easing.In);
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}
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private void notificationClosed(Notification notification) => Schedule(() =>
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{
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updateCounts();
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// this debounce is currently shared between popin/popout sounds, which means one could potentially not play when the user is expecting it.
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// popout is constant across all notification types, and should therefore be handled using playback concurrency instead, but seems broken at the moment.
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playDebouncedSample(notification.PopOutSampleName);
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});
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private void playDebouncedSample(string sampleName)
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{
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if (string.IsNullOrEmpty(sampleName))
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return;
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if (lastSamplePlayback == null || Time.Current - lastSamplePlayback > OsuGameBase.SAMPLE_DEBOUNCE_TIME)
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{
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audio.Samples.Get(sampleName)?.Play();
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lastSamplePlayback = Time.Current;
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}
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}
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private void markAllRead()
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{
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sections.Children.ForEach(s => s.MarkAllRead());
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toastTray.MarkAllRead();
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updateCounts();
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}
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private void updateCounts()
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{
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unreadCount.Value = sections.Select(c => c.UnreadCount).Sum() + toastTray.UnreadCount;
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}
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}
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}
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