osu/osu.Game/Graphics/UserInterface/BackButton.cs

161 lines
5.7 KiB
C#

// Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu-framework/master/LICENCE
using OpenTK;
using OpenTK.Graphics;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Transformations;
using osu.Framework.Input;
namespace osu.Game.Graphics.UserInterface
{
// Basic back button as it was on stable (kinda). No skinning possible for now
class BackButton : ClickableContainer
{
private TextAwesome icon;
private Container leftContainer;
private Container rightContainer;
public Vector2 ExtendLength;
public Vector2 InitialExtendLength;
private Color4 colorBright = new Color4(238, 51, 153, 255);
private Color4 colorDark = new Color4(195, 40, 140, 255);
private const double transformTime = 300.0;
private const int pulseLength = 250; // FIXME: remove when bpm-based pulsing will be possible
public BackButton()
{
// [ should be set or should be relative?
InitialExtendLength = new Vector2(40, 0);
ExtendLength = new Vector2(60, 0);
Width = 80;
//Height = 40;
// ] should be set or should be relative?
Children = new Drawable[]
{
leftContainer = new Container
{
RelativeSizeAxes = Axes.Y,
Width = InitialExtendLength.X,
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = colorDark,
Shear = new Vector2(0.1f, 0),
},
icon = new TextAwesome
{
Anchor = Anchor.Centre,
TextSize = 25,
Icon = FontAwesome.fa_osu_left_o
},
}
},
rightContainer = new Container
{
Origin = Anchor.TopLeft,
Anchor = Anchor.TopLeft,
RelativeSizeAxes = Axes.Both,
Position = Position + InitialExtendLength,
Children = new Drawable[]
{
new Box
{
Colour = colorBright,
Origin = Anchor.TopLeft,
Anchor = Anchor.TopLeft,
RelativeSizeAxes = Axes.Both,
Shear = new Vector2(0.1f, 0),
EdgeSmoothness = new Vector2(1.5f, 0),
},
new SpriteText
{
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Text = @"Back",
}
}
}
};
}
protected override bool OnHover(InputState state)
{
icon.ClearTransformations();
rightContainer.MoveTo(Position + ExtendLength, transformTime, EasingTypes.OutElastic);
leftContainer.ResizeTo(new Vector2(ExtendLength.X, 1.0f), transformTime, EasingTypes.OutElastic);
int duration = 0; //(int)(Game.Audio.BeatLength / 2);
if (duration == 0) duration = pulseLength;
double offset = 0; //(1 - Game.Audio.SyncBeatProgress) * duration;
double startTime = Time.Current + offset;
// basic pulse
icon.Transforms.Add(new TransformScale
{
StartValue = new Vector2(1.1f),
EndValue = Vector2.One,
StartTime = startTime,
EndTime = startTime + duration,
Easing = EasingTypes.Out,
LoopCount = -1,
LoopDelay = duration
});
return true;
}
protected override void OnHoverLost(InputState state)
{
icon.ClearTransformations();
rightContainer.MoveTo(Position + InitialExtendLength, transformTime, EasingTypes.OutElastic);
leftContainer.ResizeTo(new Vector2(InitialExtendLength.X, 1.0f), transformTime, EasingTypes.OutElastic);
int duration = 0; //(int)(Game.Audio.BeatLength / 2);
if (duration == 0) duration = pulseLength * 2;
double offset = 0; //(1 - Game.Audio.SyncBeatProgress) * duration;
double startTime = Time.Current + offset;
// slow pulse
icon.Transforms.Add(new TransformScale
{
StartValue = new Vector2(1.1f),
EndValue = Vector2.One,
StartTime = startTime,
EndTime = startTime + duration,
Easing = EasingTypes.Out,
LoopCount = -1,
LoopDelay = duration
});
}
protected override bool OnClick(InputState state)
{
var flash = new Box
{
RelativeSizeAxes = RelativeSizeAxes,
Colour = colorBright,
BlendingMode = BlendingMode.Additive,
Alpha = 0.3f
};
Add(flash);
flash.FadeOutFromOne(200);
flash.Expire();
return base.OnClick(state);
}
}
}