osu/osu.Game/Screens/OnlinePlay/Multiplayer/GameplayChatDisplay.cs

138 lines
4.6 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.
#nullable disable
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Input.Bindings;
using osu.Game.Localisation;
using osu.Game.Online.Rooms;
using osu.Game.Screens.OnlinePlay.Match.Components;
using osu.Game.Screens.Play;
namespace osu.Game.Screens.OnlinePlay.Multiplayer
{
public partial class GameplayChatDisplay : MatchChatDisplay, IKeyBindingHandler<GlobalAction>
{
[Resolved(CanBeNull = true)]
[CanBeNull]
private ILocalUserPlayInfo localUserInfo { get; set; }
private readonly IBindable<LocalUserPlayingStates> localUserPlaying = new Bindable<LocalUserPlayingStates>();
public override bool PropagatePositionalInputSubTree => localUserPlaying.Value != LocalUserPlayingStates.Playing;
public Bindable<bool> Expanded = new Bindable<bool>();
private readonly Bindable<bool> expandedFromTextBoxFocus = new Bindable<bool>();
private const float height = 100;
public override bool PropagateNonPositionalInputSubTree => true;
public GameplayChatDisplay(Room room)
: base(room, leaveChannelOnDispose: false)
{
RelativeSizeAxes = Axes.X;
Background.Alpha = 0.2f;
TextBox.PlaceholderText = ChatStrings.InGameInputPlaceholder;
TextBox.Focus = () => TextBox.PlaceholderText = Resources.Localisation.Web.ChatStrings.InputPlaceholder;
TextBox.FocusLost = () =>
{
TextBox.PlaceholderText = ChatStrings.InGameInputPlaceholder;
expandedFromTextBoxFocus.Value = false;
};
}
protected override bool OnHover(HoverEvent e) => true; // use UI mouse cursor.
protected override void LoadComplete()
{
base.LoadComplete();
if (localUserInfo != null)
localUserPlaying.BindTo(localUserInfo.PlayingState);
localUserPlaying.BindValueChanged(playing =>
{
// for now let's never hold focus. this avoid misdirected gameplay keys entering chat.
// note that this is done within this callback as it triggers an un-focus as well.
TextBox.HoldFocus = false;
// only hold focus (after sending a message) during breaks
TextBox.ReleaseFocusOnCommit = playing.NewValue == LocalUserPlayingStates.Playing;
}, true);
Expanded.BindValueChanged(_ => updateExpandedState(), true);
expandedFromTextBoxFocus.BindValueChanged(focus =>
{
if (focus.NewValue)
updateExpandedState();
else
{
// on finishing typing a message there should be a brief delay before hiding.
using (BeginDelayedSequence(600))
updateExpandedState();
}
}, true);
}
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
switch (e.Action)
{
case GlobalAction.Back:
if (TextBox.HasFocus)
{
Schedule(() => TextBox.KillFocus());
return true;
}
break;
case GlobalAction.ToggleChatFocus:
if (TextBox.HasFocus)
{
Schedule(() => TextBox.KillFocus());
}
else
{
expandedFromTextBoxFocus.Value = true;
// schedule required to ensure the textbox has become present from above bindable update.
Schedule(() => TextBox.TakeFocus());
}
return true;
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
private void updateExpandedState()
{
if (Expanded.Value || expandedFromTextBoxFocus.Value)
{
this.FadeIn(300, Easing.OutQuint);
this.ResizeHeightTo(height, 500, Easing.OutQuint);
}
else
{
this.FadeOut(300, Easing.OutQuint);
this.ResizeHeightTo(0, 500, Easing.OutQuint);
}
}
}
}