mirror of
https://github.com/osukey/osukey.git
synced 2025-08-03 06:36:31 +09:00
Combine all loading animation implementations
This commit is contained in:
@ -1,58 +0,0 @@
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// 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 osuTK.Graphics;
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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.Framework.Extensions.Color4Extensions;
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using osuTK;
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using osu.Framework.Input.Events;
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namespace osu.Game.Graphics.UserInterface
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{
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public class DimmedLoadingLayer : OverlayContainer
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{
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private const float transition_duration = 250;
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private readonly LoadingAnimation loading;
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public DimmedLoadingLayer(float dimAmount = 0.5f, float iconScale = 1f)
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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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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black.Opacity(dimAmount),
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},
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loading = new LoadingAnimation { Scale = new Vector2(iconScale) },
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};
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}
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protected override void PopIn()
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{
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this.FadeIn(transition_duration, Easing.OutQuint);
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loading.Show();
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}
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protected override void PopOut()
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{
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this.FadeOut(transition_duration, Easing.OutQuint);
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loading.Hide();
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}
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protected override bool Handle(UIEvent e)
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{
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switch (e)
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{
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// blocking scroll can cause weird behaviour when this layer is used within a ScrollContainer.
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case ScrollEvent _:
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return false;
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}
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return base.Handle(e);
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}
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}
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}
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@ -3,6 +3,7 @@
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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.Framework.Graphics.Sprites;
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using osuTK;
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using osuTK.Graphics;
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@ -15,36 +16,47 @@ namespace osu.Game.Graphics.UserInterface
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public class LoadingAnimation : VisibilityContainer
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{
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private readonly SpriteIcon spinner;
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private readonly SpriteIcon spinnerShadow;
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private const float spin_duration = 600;
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private const float transition_duration = 200;
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protected Container MainContents;
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public LoadingAnimation()
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protected const float TRANSITION_DURATION = 500;
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private const float spin_duration = 900;
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/// <summary>
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/// Constuct a new loading spinner.
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/// </summary>
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/// <param name="withBox"></param>
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public LoadingAnimation(bool withBox = false)
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{
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Size = new Vector2(20);
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Size = new Vector2(60);
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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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Child = MainContents = new Container
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{
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spinnerShadow = new SpriteIcon
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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CornerRadius = 20,
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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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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Position = new Vector2(1, 1),
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Colour = Color4.Black,
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Alpha = 0.4f,
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Icon = FontAwesome.Solid.CircleNotch
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},
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spinner = new SpriteIcon
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Icon = FontAwesome.Solid.CircleNotch
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new Box
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{
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Colour = Color4.Black,
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RelativeSizeAxes = Axes.Both,
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Alpha = withBox ? 0.7f : 0
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},
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spinner = new SpriteIcon
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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(withBox ? 0.6f : 1),
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RelativeSizeAxes = Axes.Both,
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Icon = FontAwesome.Solid.CircleNotch
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}
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}
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};
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}
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@ -53,12 +65,42 @@ namespace osu.Game.Graphics.UserInterface
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{
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base.LoadComplete();
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spinner.Spin(spin_duration, RotationDirection.Clockwise);
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spinnerShadow.Spin(spin_duration, RotationDirection.Clockwise);
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rotate();
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}
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protected override void PopIn() => this.FadeIn(transition_duration * 2, Easing.OutQuint);
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protected override void Update()
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{
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base.Update();
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protected override void PopOut() => this.FadeOut(transition_duration, Easing.OutQuint);
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MainContents.CornerRadius = MainContents.DrawWidth / 4;
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}
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protected override void PopIn()
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{
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if (Alpha < 0.5f)
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// reset animation if the user can't see us.
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rotate();
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MainContents.ScaleTo(1, TRANSITION_DURATION, Easing.OutQuint);
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this.FadeIn(TRANSITION_DURATION * 2, Easing.OutQuint);
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}
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protected override void PopOut()
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{
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MainContents.ScaleTo(0.8f, TRANSITION_DURATION / 2, Easing.In);
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this.FadeOut(TRANSITION_DURATION, Easing.OutQuint);
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}
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private void rotate()
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{
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spinner.Spin(spin_duration * 4, RotationDirection.Clockwise);
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MainContents.RotateTo(0).Then()
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.RotateTo(90, spin_duration, Easing.InOutQuart).Then()
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.RotateTo(180, spin_duration, Easing.InOutQuart).Then()
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.RotateTo(270, spin_duration, Easing.InOutQuart).Then()
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.RotateTo(360, spin_duration, Easing.InOutQuart).Then()
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.Loop();
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}
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}
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}
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74
osu.Game/Graphics/UserInterface/LoadingLayer.cs
Normal file
74
osu.Game/Graphics/UserInterface/LoadingLayer.cs
Normal file
@ -0,0 +1,74 @@
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// 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;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Graphics.UserInterface
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{
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/// <summary>
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/// An overlay that will show a loading overlay and completely block input to an area.
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/// Also optionally dims target elements.
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/// Useful for disabling all elements in a form and showing we are waiting on a response, for instance.
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/// </summary>
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public class LoadingLayer : LoadingAnimation
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{
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private readonly Drawable dimTarget;
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public LoadingLayer(Drawable dimTarget = null, bool withBox = true)
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: base(withBox)
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{
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RelativeSizeAxes = Axes.Both;
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Size = new Vector2(1);
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this.dimTarget = dimTarget;
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MainContents.RelativeSizeAxes = Axes.None;
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}
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protected override bool Handle(UIEvent e)
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{
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switch (e)
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{
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// blocking scroll can cause weird behaviour when this layer is used within a ScrollContainer.
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case ScrollEvent _:
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return false;
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}
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return true;
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}
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protected override void PopIn()
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{
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dimTarget?.FadeColour(OsuColour.Gray(0.5f), TRANSITION_DURATION, Easing.OutQuint);
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base.PopIn();
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}
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protected override void PopOut()
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{
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dimTarget?.FadeColour(Color4.White, TRANSITION_DURATION, Easing.OutQuint);
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base.PopOut();
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}
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protected override void Update()
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{
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base.Update();
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MainContents.Size = new Vector2(Math.Min(DrawWidth, DrawHeight) * 0.25f);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (State.Value == Visibility.Visible)
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{
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// ensure we don't leave the target in a bad state.
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dimTarget?.FadeColour(Color4.White, TRANSITION_DURATION, Easing.OutQuint);
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}
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}
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}
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}
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@ -1,88 +0,0 @@
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// 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.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.Framework.Input.Events;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Graphics.UserInterface
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{
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/// <summary>
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/// An overlay that will show a loading overlay and completely block input to an area.
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/// Also optionally dims target elements.
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/// Useful for disabling all elements in a form and showing we are waiting on a response, for instance.
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/// </summary>
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public class ProcessingOverlay : VisibilityContainer
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{
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private readonly Drawable dimTarget;
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private Container loadingBox;
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private const float transition_duration = 600;
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public ProcessingOverlay(Drawable dimTarget = null)
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{
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this.dimTarget = dimTarget;
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChildren = new Drawable[]
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{
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loadingBox = new Container
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{
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Size = new Vector2(80),
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Scale = new Vector2(0.8f),
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Masking = true,
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CornerRadius = 15,
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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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new Box
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{
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Colour = Color4.Black,
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RelativeSizeAxes = Axes.Both,
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},
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new LoadingAnimation { State = { Value = Visibility.Visible } }
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}
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},
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};
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}
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protected override bool Handle(UIEvent e) => true;
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protected override void PopIn()
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{
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this.FadeIn(transition_duration, Easing.OutQuint);
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loadingBox.ScaleTo(1, transition_duration, Easing.OutElastic);
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dimTarget?.FadeColour(OsuColour.Gray(0.5f), transition_duration, Easing.OutQuint);
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}
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protected override void PopOut()
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{
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this.FadeOut(transition_duration, Easing.OutQuint);
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loadingBox.ScaleTo(0.8f, transition_duration / 2, Easing.In);
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dimTarget?.FadeColour(Color4.White, transition_duration, Easing.OutQuint);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (State.Value == Visibility.Visible)
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{
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// ensure we don't leave the target in a bad state.
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dimTarget?.FadeColour(Color4.White, transition_duration, Easing.OutQuint);
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}
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}
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}
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}
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