mirror of https://github.com/ppy/osu
275 lines
9.0 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|