mirror of
https://github.com/osukey/osukey.git
synced 2025-07-01 08:20:00 +09:00
Merge branch 'master' into limit-game-access
Conflicts: osu.Desktop.VisualTests/Tests/TestCaseChatDisplay.cs osu.Game/GameModes/Menu/ButtonSystem.cs osu.Game/Online/Chat/Display/ChatLine.cs osu.Game/OsuGame.cs osu.Game/Overlays/ToolbarButton.cs
This commit is contained in:
314
osu.Game/GameModes/Menu/Button.cs
Normal file
314
osu.Game/GameModes/Menu/Button.cs
Normal file
@ -0,0 +1,314 @@
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics;
|
||||
using OpenTK.Input;
|
||||
using osu.Framework;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Drawables;
|
||||
using osu.Framework.Graphics.Primitives;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Graphics.Transformations;
|
||||
using osu.Framework.Input;
|
||||
using osu.Game.Graphics;
|
||||
using System;
|
||||
|
||||
namespace osu.Game.GameModes.Menu
|
||||
{
|
||||
/// <summary>
|
||||
/// Button designed specifically for the osu!next main menu.
|
||||
/// In order to correctly flow, we have to use a negative margin on the parent container (due to the parallelogram shape).
|
||||
/// </summary>
|
||||
public class Button : AutoSizeContainer, IStateful<ButtonState>
|
||||
{
|
||||
private Container iconText;
|
||||
private WedgedBox box;
|
||||
private Color4 colour;
|
||||
private TextAwesome icon;
|
||||
private string internalName;
|
||||
private readonly FontAwesome symbol;
|
||||
private Action clickAction;
|
||||
private readonly float extraWidth;
|
||||
private Key triggerKey;
|
||||
private string text;
|
||||
|
||||
public override Quad ScreenSpaceInputQuad => box.ScreenSpaceInputQuad;
|
||||
|
||||
public Button(string text, string internalName, FontAwesome symbol, Color4 colour, Action clickAction = null, float extraWidth = 0, Key triggerKey = Key.Unknown)
|
||||
{
|
||||
this.internalName = internalName;
|
||||
this.symbol = symbol;
|
||||
this.colour = colour;
|
||||
this.clickAction = clickAction;
|
||||
this.extraWidth = extraWidth;
|
||||
this.triggerKey = triggerKey;
|
||||
this.text = text;
|
||||
}
|
||||
|
||||
public override void Load(BaseGame game)
|
||||
{
|
||||
base.Load(game);
|
||||
Alpha = 0;
|
||||
|
||||
Children = new Drawable[]
|
||||
{
|
||||
box = new WedgedBox(new Vector2(ButtonSystem.button_width + Math.Abs(extraWidth), ButtonSystem.button_area_height), ButtonSystem.wedge_width)
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Colour = colour,
|
||||
Scale = new Vector2(0, 1)
|
||||
},
|
||||
iconText = new AutoSizeContainer
|
||||
{
|
||||
Position = new Vector2(extraWidth / 2, 0),
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
icon = new TextAwesome
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
TextSize = 30,
|
||||
Position = new Vector2(0, 0),
|
||||
Icon = symbol
|
||||
},
|
||||
new SpriteText
|
||||
{
|
||||
Direction = FlowDirection.HorizontalOnly,
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
TextSize = 16,
|
||||
Position = new Vector2(0, 35),
|
||||
Text = text
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
protected override bool OnHover(InputState state)
|
||||
{
|
||||
if (State != ButtonState.Expanded) return true;
|
||||
|
||||
//if (OsuGame.Instance.IsActive)
|
||||
// Game.Audio.PlaySamplePositional($@"menu-{internalName}-hover", @"menuclick");
|
||||
|
||||
box.ScaleTo(new Vector2(1.5f, 1), 500, EasingTypes.OutElastic);
|
||||
|
||||
int duration = 0; //(int)(Game.Audio.BeatLength / 2);
|
||||
if (duration == 0) duration = 250;
|
||||
|
||||
icon.ClearTransformations();
|
||||
|
||||
icon.ScaleTo(1, 500, EasingTypes.OutElasticHalf);
|
||||
|
||||
double offset = 0; //(1 - Game.Audio.SyncBeatProgress) * duration;
|
||||
double startTime = Time + offset;
|
||||
|
||||
icon.RotateTo(10, offset, EasingTypes.InOutSine);
|
||||
icon.ScaleTo(new Vector2(1, 0.9f), offset, EasingTypes.Out);
|
||||
|
||||
icon.Transforms.Add(new TransformRotation(Clock)
|
||||
{
|
||||
StartValue = -10,
|
||||
EndValue = 10,
|
||||
StartTime = startTime,
|
||||
EndTime = startTime + duration * 2,
|
||||
Easing = EasingTypes.InOutSine,
|
||||
LoopCount = -1,
|
||||
LoopDelay = duration * 2
|
||||
});
|
||||
|
||||
icon.Transforms.Add(new TransformPosition(Clock)
|
||||
{
|
||||
StartValue = Vector2.Zero,
|
||||
EndValue = new Vector2(0, -10),
|
||||
StartTime = startTime,
|
||||
EndTime = startTime + duration,
|
||||
Easing = EasingTypes.Out,
|
||||
LoopCount = -1,
|
||||
LoopDelay = duration
|
||||
});
|
||||
|
||||
icon.Transforms.Add(new TransformScaleVector(Clock)
|
||||
{
|
||||
StartValue = new Vector2(1, 0.9f),
|
||||
EndValue = Vector2.One,
|
||||
StartTime = startTime,
|
||||
EndTime = startTime + duration,
|
||||
Easing = EasingTypes.Out,
|
||||
LoopCount = -1,
|
||||
LoopDelay = duration
|
||||
});
|
||||
|
||||
icon.Transforms.Add(new TransformPosition(Clock)
|
||||
{
|
||||
StartValue = new Vector2(0, -10),
|
||||
EndValue = Vector2.Zero,
|
||||
StartTime = startTime + duration,
|
||||
EndTime = startTime + duration * 2,
|
||||
Easing = EasingTypes.In,
|
||||
LoopCount = -1,
|
||||
LoopDelay = duration
|
||||
});
|
||||
|
||||
icon.Transforms.Add(new TransformScaleVector(Clock)
|
||||
{
|
||||
StartValue = Vector2.One,
|
||||
EndValue = new Vector2(1, 0.9f),
|
||||
StartTime = startTime + duration,
|
||||
EndTime = startTime + duration * 2,
|
||||
Easing = EasingTypes.In,
|
||||
LoopCount = -1,
|
||||
LoopDelay = duration
|
||||
});
|
||||
|
||||
icon.Transforms.Add(new TransformRotation(Clock)
|
||||
{
|
||||
StartValue = 10,
|
||||
EndValue = -10,
|
||||
StartTime = startTime + duration * 2,
|
||||
EndTime = startTime + duration * 4,
|
||||
Easing = EasingTypes.InOutSine,
|
||||
LoopCount = -1,
|
||||
LoopDelay = duration * 2
|
||||
});
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void OnHoverLost(InputState state)
|
||||
{
|
||||
icon.ClearTransformations();
|
||||
icon.RotateTo(0, 500, EasingTypes.Out);
|
||||
icon.MoveTo(Vector2.Zero, 500, EasingTypes.Out);
|
||||
icon.ScaleTo(0.7f, 500, EasingTypes.OutElasticHalf);
|
||||
icon.ScaleTo(Vector2.One, 200, EasingTypes.Out);
|
||||
|
||||
if (State == ButtonState.Expanded)
|
||||
box.ScaleTo(new Vector2(1, 1), 500, EasingTypes.OutElastic);
|
||||
}
|
||||
|
||||
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
|
||||
{
|
||||
trigger();
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
|
||||
{
|
||||
base.OnKeyDown(state, args);
|
||||
|
||||
if (triggerKey == args.Key && triggerKey != Key.Unknown)
|
||||
{
|
||||
trigger();
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private void trigger()
|
||||
{
|
||||
//Game.Audio.PlaySamplePositional($@"menu-{internalName}-click", internalName.Contains(@"back") ? @"menuback" : @"menuhit");
|
||||
|
||||
clickAction?.Invoke();
|
||||
|
||||
//box.FlashColour(ColourHelper.Lighten2(colour, 0.7f), 200);
|
||||
}
|
||||
|
||||
public override bool HandleInput => state != ButtonState.Exploded && box.Scale.X >= 0.8f;
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
iconText.Alpha = MathHelper.Clamp((box.Scale.X - 0.5f) / 0.3f, 0, 1);
|
||||
base.Update();
|
||||
}
|
||||
|
||||
public int ContractStyle;
|
||||
|
||||
ButtonState state;
|
||||
public ButtonState State
|
||||
{
|
||||
get { return state; }
|
||||
set
|
||||
{
|
||||
|
||||
if (state == value)
|
||||
return;
|
||||
|
||||
state = value;
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case ButtonState.Contracted:
|
||||
switch (ContractStyle)
|
||||
{
|
||||
default:
|
||||
box.ScaleTo(new Vector2(0, 1), 500, EasingTypes.OutExpo);
|
||||
FadeOut(500);
|
||||
break;
|
||||
case 1:
|
||||
box.ScaleTo(new Vector2(0, 1), 400, EasingTypes.InSine);
|
||||
FadeOut(800);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case ButtonState.Expanded:
|
||||
const int expand_duration = 500;
|
||||
box.ScaleTo(new Vector2(1, 1), expand_duration, EasingTypes.OutExpo);
|
||||
FadeIn(expand_duration / 6);
|
||||
break;
|
||||
case ButtonState.Exploded:
|
||||
const int explode_duration = 200;
|
||||
box.ScaleTo(new Vector2(2, 1), explode_duration, EasingTypes.OutExpo);
|
||||
FadeOut(explode_duration / 4 * 3);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// ________
|
||||
/// / /
|
||||
/// / /
|
||||
/// /_______/
|
||||
/// </summary>
|
||||
class WedgedBox : Box
|
||||
{
|
||||
float wedgeWidth;
|
||||
|
||||
public WedgedBox(Vector2 boxSize, float wedgeWidth)
|
||||
{
|
||||
Size = boxSize;
|
||||
this.wedgeWidth = wedgeWidth;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Custom DrawQuad used to create the slanted effect.
|
||||
/// </summary>
|
||||
protected override Quad DrawQuad
|
||||
{
|
||||
get
|
||||
{
|
||||
Quad q = base.DrawQuad;
|
||||
|
||||
//Will become infinite if we don't limit its maximum size.
|
||||
float wedge = Math.Min(q.Width, wedgeWidth / Scale.X);
|
||||
|
||||
q.TopLeft.X += wedge;
|
||||
q.BottomRight.X -= wedge;
|
||||
|
||||
return q;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public enum ButtonState
|
||||
{
|
||||
Contracted,
|
||||
Expanded,
|
||||
Exploded
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user