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Implement notifications.
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198
osu.Game/Overlays/Notifications/ProgressNotification.cs
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198
osu.Game/Overlays/Notifications/ProgressNotification.cs
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Diagnostics;
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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.Sprites;
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using osu.Framework.Graphics.Transformations;
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using osu.Game.Graphics;
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using OpenTK;
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using OpenTK.Graphics;
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namespace osu.Game.Overlays.Notifications
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{
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public class ProgressNotification : Notification, IHasCompletionTarget
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{
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private string text;
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private float progress;
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public float Progress
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{
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get { return progress; }
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set
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{
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Debug.Assert(state == ProgressNotificationState.Active);
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progress = value;
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progressBar.Progress = progress;
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}
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}
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public ProgressNotificationState State
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{
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get { return state; }
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set
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{
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state = value;
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switch (state)
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{
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case ProgressNotificationState.Queued:
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Light.Colour = colourQueued;
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Light.Pulsate = false;
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progressBar.Active = false;
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break;
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case ProgressNotificationState.Active:
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Light.Colour = colourActive;
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Light.Pulsate = true;
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progressBar.Active = true;
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break;
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case ProgressNotificationState.Cancelled:
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Light.Colour = colourCancelled;
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Light.Pulsate = false;
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progressBar.Active = false;
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break;
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}
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}
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}
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private ProgressNotificationState state;
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public Action Completed;
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public override bool DisplayOnTop => false;
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private ProgressBar progressBar;
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private Color4 colourQueued;
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private Color4 colourActive;
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private Color4 colourCancelled;
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public ProgressNotification(string text)
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{
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this.text = text;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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colourQueued = colours.YellowDark;
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colourActive = colours.Blue;
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colourCancelled = colours.Red;
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IconContent.Add(new Box
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{
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RelativeSizeAxes = Axes.Both,
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});
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Content.Add(new SpriteText
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{
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TextSize = 16,
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Colour = OsuColour.Gray(128),
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AutoSizeAxes = Axes.Y,
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RelativeSizeAxes = Axes.X,
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Text = text
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});
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NotificationContent.Add(progressBar = new ProgressBar
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{
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.X,
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});
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State = ProgressNotificationState.Queued;
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}
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public void Complete()
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{
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state = ProgressNotificationState.Completed;
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NotificationContent.MoveToY(-DrawSize.Y / 2, 200, EasingTypes.OutQuint);
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FadeTo(0.01f, 200); //don't completely fade out or our scheduled task won't run.
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Delay(100);
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Schedule(() =>
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{
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CompletionTarget?.Invoke(new ProgressCompletionNotification(this));
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base.Close();
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});
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}
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public override void Close()
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{
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switch (State)
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{
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case ProgressNotificationState.Cancelled:
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base.Close();
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break;
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case ProgressNotificationState.Active:
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case ProgressNotificationState.Queued:
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State = ProgressNotificationState.Cancelled;
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break;
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}
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}
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public Action<Notification> CompletionTarget { get; set; }
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class ProgressBar : Container
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{
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private Box box;
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private Color4 colourActive;
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private Color4 colourInactive;
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private float progress;
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public float Progress
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{
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get { return progress; }
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set
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{
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if (progress == value) return;
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progress = value;
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box.ResizeTo(new Vector2(progress, 1), 100, EasingTypes.OutQuad);
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}
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}
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private bool active;
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public bool Active
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{
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get { return active; }
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set
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{
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active = value;
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FadeColour(active ? colourActive : colourInactive, 100);
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}
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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colourActive = colours.Blue;
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Colour = colourInactive = OsuColour.Gray(0.5f);
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Height = 5;
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Children = new[]
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{
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box = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Width = 0,
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}
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};
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}
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}
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}
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public enum ProgressNotificationState
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{
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Queued,
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Active,
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Completed,
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Cancelled
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}
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}
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