mirror of
https://github.com/ppy/osu
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332 lines
11 KiB
C#
332 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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#nullable disable
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using System;
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using osu.Framework;
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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.Audio.Track;
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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.Sprites;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Input;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Game.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
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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.Beatmaps.ControlPoints;
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namespace osu.Game.Screens.Menu
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{
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/// <summary>
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/// Button designed specifically for the osu!next main menu.
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/// In order to correctly flow, we have to use a negative margin on the parent container (due to the parallelogram shape).
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/// </summary>
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public partial class MainMenuButton : BeatSyncedContainer, IStateful<ButtonState>
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{
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public event Action<ButtonState> StateChanged;
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public readonly Key TriggerKey;
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private readonly Container iconText;
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private readonly Container box;
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private readonly Box boxHoverLayer;
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private readonly SpriteIcon icon;
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private readonly string sampleName;
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/// <summary>
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/// The menu state for which we are visible for.
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/// </summary>
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public ButtonSystemState VisibleState = ButtonSystemState.TopLevel;
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private readonly Action clickAction;
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private Sample sampleClick;
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private Sample sampleHover;
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => box.ReceivePositionalInputAt(screenSpacePos);
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public MainMenuButton(LocalisableString text, string sampleName, IconUsage symbol, Color4 colour, Action clickAction = null, float extraWidth = 0, Key triggerKey = Key.Unknown)
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{
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this.sampleName = sampleName;
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this.clickAction = clickAction;
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TriggerKey = triggerKey;
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AutoSizeAxes = Axes.Both;
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Alpha = 0;
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Vector2 boxSize = new Vector2(ButtonSystem.BUTTON_WIDTH + Math.Abs(extraWidth), ButtonArea.BUTTON_AREA_HEIGHT);
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Children = new Drawable[]
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{
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box = new Container
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{
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// box needs to be always present to ensure the button is always sized correctly for flow
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AlwaysPresent = true,
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Masking = true,
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MaskingSmoothness = 2,
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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(0.2f),
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Roundness = 5,
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Radius = 8,
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},
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Scale = new Vector2(0, 1),
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Size = boxSize,
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Shear = new Vector2(ButtonSystem.WEDGE_WIDTH / boxSize.Y, 0),
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Children = new[]
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{
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new Box
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{
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EdgeSmoothness = new Vector2(1.5f, 0),
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RelativeSizeAxes = Axes.Both,
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Colour = colour,
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},
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boxHoverLayer = new Box
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{
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EdgeSmoothness = new Vector2(1.5f, 0),
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RelativeSizeAxes = Axes.Both,
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Blending = BlendingParameters.Additive,
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Colour = Color4.White,
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Alpha = 0,
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},
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}
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},
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iconText = new Container
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{
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AutoSizeAxes = Axes.Both,
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Position = new Vector2(extraWidth / 2, 0),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Children = new Drawable[]
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{
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icon = new SpriteIcon
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{
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Shadow = true,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(30),
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Position = new Vector2(0, 0),
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Icon = symbol
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},
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new OsuSpriteText
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{
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Shadow = true,
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AllowMultiline = false,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Position = new Vector2(0, 35),
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Text = text
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}
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}
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}
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};
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}
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private bool rightward;
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
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{
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base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
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if (!IsHovered) return;
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double duration = timingPoint.BeatLength / 2;
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icon.RotateTo(rightward ? 10 : -10, duration * 2, Easing.InOutSine);
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icon.Animate(
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i => i.MoveToY(-10, duration, Easing.Out),
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i => i.ScaleTo(1, duration, Easing.Out)
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).Then(
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i => i.MoveToY(0, duration, Easing.In),
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i => i.ScaleTo(new Vector2(1, 0.9f), duration, Easing.In)
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);
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rightward = !rightward;
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}
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protected override bool OnHover(HoverEvent e)
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{
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if (State != ButtonState.Expanded) return true;
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sampleHover?.Play();
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box.ScaleTo(new Vector2(1.5f, 1), 500, Easing.OutElastic);
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double duration = TimeUntilNextBeat;
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icon.ClearTransforms();
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icon.RotateTo(rightward ? -10 : 10, duration, Easing.InOutSine);
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icon.ScaleTo(new Vector2(1, 0.9f), duration, Easing.Out);
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return true;
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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icon.ClearTransforms();
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icon.RotateTo(0, 500, Easing.Out);
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icon.MoveTo(Vector2.Zero, 500, Easing.Out);
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icon.ScaleTo(Vector2.One, 200, Easing.Out);
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if (State == ButtonState.Expanded)
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box.ScaleTo(new Vector2(1, 1), 500, Easing.OutElastic);
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}
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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sampleHover = audio.Samples.Get(@"Menu/button-hover");
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sampleClick = audio.Samples.Get(!string.IsNullOrEmpty(sampleName) ? $@"Menu/{sampleName}" : @"UI/button-select");
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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boxHoverLayer.FadeTo(0.1f, 1000, Easing.OutQuint);
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return base.OnMouseDown(e);
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}
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protected override void OnMouseUp(MouseUpEvent e)
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{
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boxHoverLayer.FadeTo(0, 1000, Easing.OutQuint);
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base.OnMouseUp(e);
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}
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protected override bool OnClick(ClickEvent e)
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{
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trigger();
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return true;
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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 || e.ControlPressed || e.ShiftPressed || e.AltPressed || e.SuperPressed)
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return false;
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if (TriggerKey == e.Key && TriggerKey != Key.Unknown)
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{
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trigger();
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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 trigger()
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{
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sampleClick?.Play();
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clickAction?.Invoke();
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boxHoverLayer.ClearTransforms();
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boxHoverLayer.Alpha = 0.9f;
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boxHoverLayer.FadeOut(800, Easing.OutExpo);
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}
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public override bool HandleNonPositionalInput => state == ButtonState.Expanded;
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public override bool HandlePositionalInput => state != ButtonState.Exploded && box.Scale.X >= 0.8f;
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protected override void Update()
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{
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iconText.Alpha = Math.Clamp((box.Scale.X - 0.5f) / 0.3f, 0, 1);
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base.Update();
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}
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public int ContractStyle;
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private ButtonState state;
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public ButtonState State
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{
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get => state;
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set
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{
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if (state == value)
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return;
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state = value;
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switch (state)
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{
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case ButtonState.Contracted:
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switch (ContractStyle)
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{
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default:
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box.ScaleTo(new Vector2(0, 1), 500, Easing.OutExpo);
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this.FadeOut(500);
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break;
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case 1:
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box.ScaleTo(new Vector2(0, 1), 400, Easing.InSine);
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this.FadeOut(800);
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break;
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}
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break;
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case ButtonState.Expanded:
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const int expand_duration = 500;
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box.ScaleTo(new Vector2(1, 1), expand_duration, Easing.OutExpo);
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this.FadeIn(expand_duration / 6f);
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break;
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case ButtonState.Exploded:
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const int explode_duration = 200;
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box.ScaleTo(new Vector2(2, 1), explode_duration, Easing.OutExpo);
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this.FadeOut(explode_duration / 4f * 3);
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break;
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}
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StateChanged?.Invoke(State);
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}
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}
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public ButtonSystemState ButtonSystemState
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{
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set
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{
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ContractStyle = 0;
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switch (value)
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{
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case ButtonSystemState.Initial:
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State = ButtonState.Contracted;
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break;
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case ButtonSystemState.EnteringMode:
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ContractStyle = 1;
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State = ButtonState.Contracted;
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break;
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default:
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if (value == VisibleState)
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State = ButtonState.Expanded;
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else if (value < VisibleState)
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State = ButtonState.Contracted;
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else
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State = ButtonState.Exploded;
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break;
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}
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}
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}
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}
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public enum ButtonState
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{
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Contracted,
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Expanded,
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Exploded
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}
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}
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