mirror of
https://github.com/ppy/osu
synced 2024-12-26 00:32:52 +00:00
202 lines
6.7 KiB
C#
202 lines
6.7 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 osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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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.Shapes;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Input.Bindings;
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using osu.Game.Online.API.Requests;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Overlays.Changelog;
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using System;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Overlays
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{
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public class ChangelogOverlay : FullscreenOverlay
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{
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private ChangelogHeader header;
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private BadgeDisplay badgeDisplay;
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private ChangelogContent listing;
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private ChangelogContent content;
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private ScrollContainer scroll;
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private SampleChannel sampleBack;
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private bool isAtListing;
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private float savedScrollPosition;
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// receive input outside our bounds so we can trigger a close event on ourselves.
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, OsuColour colour)
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{
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// these possibly need adjusting?
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Waves.FirstWaveColour = colour.Violet;
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Waves.SecondWaveColour = OsuColour.FromHex(@"8F03BF");
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Waves.ThirdWaveColour = OsuColour.FromHex(@"600280");
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Waves.FourthWaveColour = OsuColour.FromHex(@"300140");
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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 = new Color4(49, 36, 54, 255),
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},
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scroll = new ScrollContainer
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{
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RelativeSizeAxes = Axes.Both,
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ScrollbarVisible = false,
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Child = new ReverseChildIDFillFlowContainer<Drawable>
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{
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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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Children = new Drawable[]
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{
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header = new ChangelogHeader(),
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badgeDisplay = new BadgeDisplay(),
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listing = new ChangelogContent(),
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content = new ChangelogContent()
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},
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},
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},
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};
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header.ListingSelected += ShowListing;
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badgeDisplay.Selected += onBuildSelected;
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listing.BuildSelected += onBuildSelected;
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content.BuildSelected += onBuildSelected;
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sampleBack = audio.Sample.Get(@"UI/generic-select-soft"); // @"UI/screen-back" feels non-fitting here
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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fetchListing();
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}
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protected override void PopIn()
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{
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base.PopIn();
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FadeEdgeEffectTo(0.25f, WaveContainer.APPEAR_DURATION, Easing.In);
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}
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protected override void PopOut()
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{
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base.PopOut();
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FadeEdgeEffectTo(0, WaveContainer.DISAPPEAR_DURATION, Easing.Out);
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}
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public override bool OnPressed(GlobalAction action)
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{
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switch (action)
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{
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case GlobalAction.Back:
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if (isAtListing)
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{
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if (scroll.Current > scroll.GetChildPosInContent(listing))
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{
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scroll.ScrollTo(0);
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sampleBack?.Play();
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}
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else
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State = Visibility.Hidden;
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}
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else
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{
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ShowListing();
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sampleBack?.Play();
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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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private void onBuildSelected(APIChangelogBuild build, EventArgs e) => FetchAndShowBuild(build);
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private void fetchListing()
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{
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header.ShowListing();
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if (isAtListing)
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return;
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isAtListing = true;
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var req = new GetChangelogRequest();
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badgeDisplay.SelectNone();
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req.Success += res =>
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{
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listing.ShowListing(res.Builds);
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badgeDisplay.Populate(res.Streams);
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};
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API.Queue(req);
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}
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public void ShowListing()
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{
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header.ShowListing();
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if (isAtListing)
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return;
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isAtListing = true;
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content.Hide();
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listing.Show();
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badgeDisplay.SelectNone();
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listing.Show();
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scroll.ScrollTo(savedScrollPosition);
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}
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/// <summary>
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/// Fetches and shows a specific build from a specific update stream.
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/// </summary>
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/// <param name="build">Must contain at least <see cref="APIUpdateStream.Name"/> and
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/// <see cref="APIChangelogBuild.Version"/>. If <see cref="APIUpdateStream.DisplayName"/> and
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/// <see cref="APIChangelogBuild.DisplayVersion"/> are specified, the header will instantly display them.</param>
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/// <param name="updateBadges">Whether to update badges. Should be set to false in case
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/// the function is called by selecting a badge, to avoid an infinite loop.</param>
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public void FetchAndShowBuild(APIChangelogBuild build, bool updateBadges = true)
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{
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var req = new GetChangelogBuildRequest(build.UpdateStream.Name, build.Version);
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if (build.UpdateStream.DisplayName != null && build.DisplayVersion != null)
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header.ShowBuild(build.UpdateStream.DisplayName, build.DisplayVersion);
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else
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req.Success += res => header.ShowBuild(res.UpdateStream.DisplayName, res.DisplayVersion);
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if (updateBadges)
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badgeDisplay.SelectUpdateStream(build.UpdateStream.Name);
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req.Success += apiChangelog =>
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{
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listing.Hide();
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content.Show();
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content.ShowBuild(apiChangelog);
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if (scroll.Current > scroll.GetChildPosInContent(content))
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scroll.ScrollTo(content);
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if (isAtListing)
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savedScrollPosition = scroll.Current;
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isAtListing = false;
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};
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API.Queue(req);
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}
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}
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}
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