osu/osu.Game/Screens/Play/GameplayMenuOverlay.cs

275 lines
9.0 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Effects;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
using osu.Game.Input.Bindings;
using osuTK;
using osuTK.Graphics;
using osu.Game.Localisation;
namespace osu.Game.Screens.Play
{
public abstract partial class GameplayMenuOverlay : OverlayContainer, IKeyBindingHandler<GlobalAction>
{
protected const int TRANSITION_DURATION = 200;
private const int button_height = 70;
private const float background_alpha = 0.75f;
protected override bool BlockNonPositionalInput => true;
protected override bool BlockScrollInput => false;
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
public Action? OnRetry;
public Action? OnQuit;
/// <summary>
/// Action that is invoked when <see cref="GlobalAction.Back"/> is triggered.
/// </summary>
protected virtual Action BackAction => () =>
{
// We prefer triggering the button click as it will animate...
// but sometimes buttons aren't present (see FailOverlay's constructor as an example).
if (Buttons.Any())
Buttons.Last().TriggerClick();
else
OnQuit?.Invoke();
};
/// <summary>
/// Action that is invoked when <see cref="GlobalAction.Select"/> is triggered.
/// </summary>
protected virtual Action SelectAction => () => InternalButtons.Selected?.TriggerClick();
public abstract LocalisableString Header { get; }
protected SelectionCycleFillFlowContainer<DialogButton> InternalButtons = null!;
public IReadOnlyList<DialogButton> Buttons => InternalButtons;
private TextFlowContainer playInfoText = null!;
[Resolved]
private GlobalActionContainer globalAction { get; set; } = null!;
protected GameplayMenuOverlay()
{
RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black,
Alpha = background_alpha,
},
new FillFlowContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Spacing = new Vector2(0, 50),
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Children = new Drawable[]
{
new OsuSpriteText
{
Text = Header,
Font = OsuFont.GetFont(size: 48),
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
Colour = colours.Yellow,
},
InternalButtons = new SelectionCycleFillFlowContainer<DialogButton>
{
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Direction = FillDirection.Vertical,
Masking = true,
EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Shadow,
Colour = Color4.Black.Opacity(0.6f),
Radius = 50
},
},
playInfoText = new OsuTextFlowContainer(cp => cp.Font = OsuFont.GetFont(size: 18))
{
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
TextAnchor = Anchor.TopCentre,
AutoSizeAxes = Axes.Both,
}
}
},
};
State.ValueChanged += _ => InternalButtons.Deselect();
updateInfoText();
}
private int retries;
public int Retries
{
set
{
if (value == retries)
return;
retries = value;
if (IsLoaded)
updateInfoText();
}
}
protected override void PopIn()
{
this.FadeIn(TRANSITION_DURATION, Easing.In);
updateInfoText();
}
protected override void PopOut() => this.FadeOut(TRANSITION_DURATION, Easing.In);
// Don't let mouse down events through the overlay or people can click circles while paused.
protected override bool OnMouseDown(MouseDownEvent e) => true;
protected override bool OnMouseMove(MouseMoveEvent e) => true;
protected void AddButton(LocalisableString text, Color4 colour, Action? action)
{
var button = new Button
{
Text = text,
ButtonColour = colour,
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
Height = button_height,
Action = delegate
{
action?.Invoke();
Hide();
}
};
InternalButtons.Add(button);
}
public virtual bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
switch (e.Action)
{
case GlobalAction.SelectPrevious:
InternalButtons.SelectPrevious();
return true;
case GlobalAction.SelectNext:
InternalButtons.SelectNext();
return true;
case GlobalAction.Back:
BackAction.Invoke();
return true;
case GlobalAction.Select:
SelectAction.Invoke();
return true;
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
[Resolved]
private IGameplayClock? gameplayClock { get; set; }
[Resolved]
private GameplayState? gameplayState { get; set; }
private void updateInfoText()
{
playInfoText.Clear();
playInfoText.AddText(GameplayMenuOverlayStrings.RetryCount);
playInfoText.AddText(retries.ToString(), cp => cp.Font = cp.Font.With(weight: FontWeight.Bold));
if (getSongProgress() is int progress)
{
playInfoText.NewLine();
playInfoText.AddText(GameplayMenuOverlayStrings.SongProgress);
playInfoText.AddText($"{progress}%", cp => cp.Font = cp.Font.With(weight: FontWeight.Bold));
}
}
private int? getSongProgress()
{
if (gameplayClock == null || gameplayState == null)
return null;
(double firstHitTime, double lastHitTime) = gameplayState.Beatmap.CalculatePlayableBounds();
double playableLength = (lastHitTime - firstHitTime);
if (playableLength == 0)
return 0;
return (int)Math.Clamp(((gameplayClock.CurrentTime - firstHitTime) / playableLength) * 100, 0, 100);
}
private partial class Button : DialogButton
{
// required to ensure keyboard navigation always starts from an extremity (unless the cursor is moved)
protected override bool OnHover(HoverEvent e) => true;
protected override bool OnMouseMove(MouseMoveEvent e)
{
State = SelectionState.Selected;
return base.OnMouseMove(e);
}
}
protected override bool Handle(UIEvent e)
{
switch (e)
{
case ScrollEvent:
if (ReceivePositionalInputAt(e.ScreenSpaceMousePosition))
return globalAction.TriggerEvent(e);
break;
}
return base.Handle(e);
}
}
}