mirror of https://github.com/ppy/osu
292 lines
11 KiB
C#
292 lines
11 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Events;
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using osu.Framework.Localisation;
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using osu.Game.Graphics.Backgrounds;
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using osu.Game.Graphics.Containers;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Input;
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namespace osu.Game.Overlays.Dialog
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{
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public abstract partial class PopupDialog : VisibilityContainer
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{
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public const float ENTER_DURATION = 500;
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public const float EXIT_DURATION = 200;
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private readonly Vector2 ringSize = new Vector2(100f);
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private readonly Vector2 ringMinifiedSize = new Vector2(20f);
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private readonly Vector2 buttonsEnterSpacing = new Vector2(0f, 50f);
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private readonly Container content;
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private readonly Container ring;
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private readonly FillFlowContainer<PopupDialogButton> buttonsContainer;
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private readonly SpriteIcon icon;
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private readonly TextFlowContainer header;
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private readonly TextFlowContainer body;
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private bool actionInvoked;
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public IconUsage Icon
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{
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get => icon.Icon;
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set => icon.Icon = value;
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}
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private LocalisableString headerText;
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public LocalisableString HeaderText
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{
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get => headerText;
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set
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{
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if (headerText == value)
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return;
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headerText = value;
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header.Text = value;
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}
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}
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private LocalisableString bodyText;
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public LocalisableString BodyText
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{
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get => bodyText;
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set
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{
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if (bodyText == value)
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return;
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bodyText = value;
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body.Text = value;
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}
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}
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public IEnumerable<PopupDialogButton> Buttons
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{
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get => buttonsContainer.Children;
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set
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{
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buttonsContainer.ChildrenEnumerable = value;
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foreach (PopupDialogButton b in value)
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{
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var action = b.Action;
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b.Action = () =>
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{
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if (actionInvoked) return;
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actionInvoked = true;
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// Hide the dialog before running the action.
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// This is important as the code which is performed may check for a dialog being present (ie. `OsuGame.PerformFromScreen`)
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// and we don't want it to see the already dismissed dialog.
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Hide();
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action?.Invoke();
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};
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}
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}
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}
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protected PopupDialog()
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{
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RelativeSizeAxes = Axes.Both;
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Children = new Drawable[]
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{
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content = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0f,
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Children = new Drawable[]
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{
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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EdgeEffect = new EdgeEffectParameters
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{
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Type = EdgeEffectType.Shadow,
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Colour = Color4.Black.Opacity(0.5f),
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Radius = 8,
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},
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4Extensions.FromHex(@"221a21"),
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},
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new Triangles
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{
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RelativeSizeAxes = Axes.Both,
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ColourLight = Color4Extensions.FromHex(@"271e26"),
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ColourDark = Color4Extensions.FromHex(@"1e171e"),
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TriangleScale = 4,
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},
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},
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},
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new FillFlowContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.BottomCentre,
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Direction = FillDirection.Vertical,
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Spacing = new Vector2(0f, 10f),
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Padding = new MarginPadding { Bottom = 10 },
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Children = new Drawable[]
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{
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new Container
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{
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Origin = Anchor.TopCentre,
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Anchor = Anchor.TopCentre,
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Size = ringSize,
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Children = new Drawable[]
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{
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ring = new CircularContainer
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{
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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Masking = true,
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BorderColour = Color4.White,
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BorderThickness = 5f,
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black.Opacity(0),
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},
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icon = new SpriteIcon
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{
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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Icon = FontAwesome.Solid.TimesCircle,
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Size = new Vector2(50),
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},
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},
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},
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},
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},
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header = new OsuTextFlowContainer(t => t.Font = t.Font.With(size: 25))
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{
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Origin = Anchor.TopCentre,
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Anchor = Anchor.TopCentre,
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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TextAnchor = Anchor.TopCentre,
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},
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body = new OsuTextFlowContainer(t => t.Font = t.Font.With(size: 18))
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{
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Origin = Anchor.TopCentre,
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Anchor = Anchor.TopCentre,
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TextAnchor = Anchor.TopCentre,
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Padding = new MarginPadding(5),
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},
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},
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},
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buttonsContainer = new FillFlowContainer<PopupDialogButton>
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.TopCentre,
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Direction = FillDirection.Vertical,
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},
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},
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},
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};
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// It's important we start in a visible state so our state fires on hide, even before load.
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// This is used by the dialog overlay to know when the dialog was dismissed.
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Show();
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}
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/// <summary>
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/// Programmatically clicks the first <see cref="PopupDialogOkButton"/>.
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/// </summary>
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public void PerformOkAction() => PerformAction<PopupDialogOkButton>();
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/// <summary>
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/// Programmatically clicks the first button of the provided type.
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/// </summary>
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public void PerformAction<T>() where T : PopupDialogButton
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{
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// Buttons are regularly added in BDL or LoadComplete, so let's schedule to ensure
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// they are ready to be pressed.
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Scheduler.AddOnce(() => Buttons.OfType<T>().FirstOrDefault()?.TriggerClick());
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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if (e.Repeat) return false;
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// press button at number if 1-9 on number row or keypad are pressed
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var k = e.Key;
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if (k >= Key.Number1 && k <= Key.Number9)
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{
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pressButtonAtIndex(k - Key.Number1);
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return true;
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}
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if (k >= Key.Keypad1 && k <= Key.Keypad9)
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{
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pressButtonAtIndex(k - Key.Keypad1);
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return true;
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}
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return base.OnKeyDown(e);
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}
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protected override void PopIn()
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{
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actionInvoked = false;
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// Reset various animations but only if the dialog animation fully completed
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if (content.Alpha == 0)
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{
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buttonsContainer.TransformSpacingTo(buttonsEnterSpacing);
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buttonsContainer.MoveToY(buttonsEnterSpacing.Y);
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ring.ResizeTo(ringMinifiedSize);
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}
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content.FadeIn(ENTER_DURATION, Easing.OutQuint);
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ring.ResizeTo(ringSize, ENTER_DURATION, Easing.OutQuint);
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buttonsContainer.TransformSpacingTo(Vector2.Zero, ENTER_DURATION, Easing.OutQuint);
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buttonsContainer.MoveToY(0, ENTER_DURATION, Easing.OutQuint);
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}
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protected override void PopOut()
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{
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if (!actionInvoked)
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// In the case a user did not choose an action before a hide was triggered, press the last button.
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// This is presumed to always be a sane default "cancel" action.
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buttonsContainer.Last().TriggerClick();
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content.FadeOut(EXIT_DURATION, Easing.InSine);
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}
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private void pressButtonAtIndex(int index)
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{
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if (index < Buttons.Count())
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Buttons.Skip(index).First().TriggerClick();
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}
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}
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}
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