osu/osu.Game/Screens/Multi/Lounge/LoungeSubScreen.cs

193 lines
5.9 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.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Events;
using osu.Framework.Screens;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.Multiplayer;
using osu.Game.Overlays;
using osu.Game.Overlays.SearchableList;
using osu.Game.Screens.Multi.Lounge.Components;
using osu.Game.Screens.Multi.Match;
namespace osu.Game.Screens.Multi.Lounge
{
public class LoungeSubScreen : MultiplayerSubScreen
{
public override string Title => "Lounge";
protected FilterControl Filter;
private readonly Bindable<bool> initialRoomsReceived = new Bindable<bool>();
private Container content;
private LoadingLayer loadingLayer;
[Resolved]
private Bindable<Room> selectedRoom { get; set; }
[Resolved(canBeNull: true)]
private MusicController music { get; set; }
private bool joiningRoom;
[BackgroundDependencyLoader]
private void load()
{
RoomsContainer roomsContainer;
OsuScrollContainer scrollContainer;
InternalChildren = new Drawable[]
{
Filter = new FilterControl { Depth = -1 },
content = new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new Container
{
RelativeSizeAxes = Axes.Both,
Width = 0.55f,
Children = new Drawable[]
{
scrollContainer = new OsuScrollContainer
{
RelativeSizeAxes = Axes.Both,
ScrollbarOverlapsContent = false,
Padding = new MarginPadding(10),
Child = roomsContainer = new RoomsContainer { JoinRequested = joinRequested }
},
loadingLayer = new LoadingLayer(roomsContainer),
}
},
new RoomInspector
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
RelativeSizeAxes = Axes.Both,
Width = 0.45f,
},
},
},
};
// scroll selected room into view on selection.
selectedRoom.BindValueChanged(val =>
{
var drawable = roomsContainer.Rooms.FirstOrDefault(r => r.Room == val.NewValue);
if (drawable != null)
scrollContainer.ScrollIntoView(drawable);
});
}
protected override void LoadComplete()
{
base.LoadComplete();
initialRoomsReceived.BindTo(RoomManager.InitialRoomsReceived);
initialRoomsReceived.BindValueChanged(onInitialRoomsReceivedChanged, true);
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
content.Padding = new MarginPadding
{
Top = Filter.DrawHeight,
Left = SearchableListOverlay.WIDTH_PADDING - DrawableRoom.SELECTION_BORDER_WIDTH + HORIZONTAL_OVERFLOW_PADDING,
Right = SearchableListOverlay.WIDTH_PADDING + HORIZONTAL_OVERFLOW_PADDING,
};
}
protected override void OnFocus(FocusEvent e)
{
Filter.Search.TakeFocus();
}
public override void OnEntering(IScreen last)
{
base.OnEntering(last);
onReturning();
}
public override void OnResuming(IScreen last)
{
base.OnResuming(last);
if (selectedRoom.Value?.RoomID.Value == null)
selectedRoom.Value = new Room();
music.EnsurePlayingSomething();
onReturning();
}
private void onReturning()
{
Filter.Search.HoldFocus = true;
}
public override bool OnExiting(IScreen next)
{
Filter.Search.HoldFocus = false;
return base.OnExiting(next);
}
public override void OnSuspending(IScreen next)
{
base.OnSuspending(next);
Filter.Search.HoldFocus = false;
}
private void joinRequested(Room room)
{
joiningRoom = true;
updateLoadingLayer();
RoomManager?.JoinRoom(room, r =>
{
Open(room);
joiningRoom = false;
updateLoadingLayer();
}, _ =>
{
joiningRoom = false;
updateLoadingLayer();
});
}
private void onInitialRoomsReceivedChanged(ValueChangedEvent<bool> received) => updateLoadingLayer();
private void updateLoadingLayer()
{
if (joiningRoom || !initialRoomsReceived.Value)
loadingLayer.Show();
else
loadingLayer.Hide();
}
/// <summary>
/// Push a room as a new subscreen.
/// </summary>
public void Open(Room room)
{
// Handles the case where a room is clicked 3 times in quick succession
if (!this.IsCurrentScreen())
return;
selectedRoom.Value = room;
this.Push(new MatchSubScreen(room));
}
}
}