mirror of
https://github.com/ppy/osu
synced 2024-12-14 19:06:07 +00:00
138 lines
4.6 KiB
C#
138 lines
4.6 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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#nullable disable
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Input.Bindings;
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using osu.Game.Localisation;
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using osu.Game.Online.Rooms;
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using osu.Game.Screens.OnlinePlay.Match.Components;
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using osu.Game.Screens.Play;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer
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{
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public partial class GameplayChatDisplay : MatchChatDisplay, IKeyBindingHandler<GlobalAction>
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{
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[Resolved(CanBeNull = true)]
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[CanBeNull]
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private ILocalUserPlayInfo localUserInfo { get; set; }
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private readonly IBindable<LocalUserPlayingState> localUserPlaying = new Bindable<LocalUserPlayingState>();
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public override bool PropagatePositionalInputSubTree => localUserPlaying.Value != LocalUserPlayingState.Playing;
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public Bindable<bool> Expanded = new Bindable<bool>();
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private readonly Bindable<bool> expandedFromTextBoxFocus = new Bindable<bool>();
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private const float height = 100;
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public override bool PropagateNonPositionalInputSubTree => true;
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public GameplayChatDisplay(Room room)
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: base(room, leaveChannelOnDispose: false)
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{
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RelativeSizeAxes = Axes.X;
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Background.Alpha = 0.2f;
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TextBox.PlaceholderText = ChatStrings.InGameInputPlaceholder;
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TextBox.Focus = () => TextBox.PlaceholderText = Resources.Localisation.Web.ChatStrings.InputPlaceholder;
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TextBox.FocusLost = () =>
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{
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TextBox.PlaceholderText = ChatStrings.InGameInputPlaceholder;
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expandedFromTextBoxFocus.Value = false;
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};
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}
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protected override bool OnHover(HoverEvent e) => true; // use UI mouse cursor.
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protected override void LoadComplete()
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{
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base.LoadComplete();
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if (localUserInfo != null)
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localUserPlaying.BindTo(localUserInfo.PlayingState);
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localUserPlaying.BindValueChanged(playing =>
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{
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// for now let's never hold focus. this avoid misdirected gameplay keys entering chat.
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// note that this is done within this callback as it triggers an un-focus as well.
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TextBox.HoldFocus = false;
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// only hold focus (after sending a message) during breaks
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TextBox.ReleaseFocusOnCommit = playing.NewValue == LocalUserPlayingState.Playing;
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}, true);
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Expanded.BindValueChanged(_ => updateExpandedState(), true);
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expandedFromTextBoxFocus.BindValueChanged(focus =>
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{
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if (focus.NewValue)
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updateExpandedState();
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else
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{
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// on finishing typing a message there should be a brief delay before hiding.
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using (BeginDelayedSequence(600))
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updateExpandedState();
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}
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}, true);
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}
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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switch (e.Action)
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{
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case GlobalAction.Back:
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if (TextBox.HasFocus)
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{
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Schedule(() => TextBox.KillFocus());
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return true;
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}
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break;
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case GlobalAction.ToggleChatFocus:
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if (TextBox.HasFocus)
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{
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Schedule(() => TextBox.KillFocus());
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}
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else
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{
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expandedFromTextBoxFocus.Value = true;
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// schedule required to ensure the textbox has become present from above bindable update.
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Schedule(() => TextBox.TakeFocus());
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}
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return true;
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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private void updateExpandedState()
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{
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if (Expanded.Value || expandedFromTextBoxFocus.Value)
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{
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this.FadeIn(300, Easing.OutQuint);
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this.ResizeHeightTo(height, 500, Easing.OutQuint);
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}
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else
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{
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this.FadeOut(300, Easing.OutQuint);
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this.ResizeHeightTo(0, 500, Easing.OutQuint);
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}
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}
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}
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}
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