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Rework notifications to be more flexible.
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@ -17,6 +17,16 @@ namespace osu.Game.Overlays.Notifications
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public class ProgressNotification : Notification, IHasCompletionTarget
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{
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private string text;
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public string Text
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{
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get { return text; }
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set
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{
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text = value;
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if (IsLoaded)
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textDrawable.Text = text;
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}
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}
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private float progress;
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public float Progress
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@ -24,42 +34,79 @@ namespace osu.Game.Overlays.Notifications
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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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if (IsLoaded)
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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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protected override void LoadComplete()
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{
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base.LoadComplete();
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//we may have received changes before we were displayed.
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State = state;
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Progress = progress;
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}
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public virtual 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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bool stateChanged = state != value;
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state = value;
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switch (state)
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if (IsLoaded)
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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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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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if (stateChanged)
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{
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switch (state)
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{
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case 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(Completed);
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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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private ProgressNotificationState state;
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public Action Completed;
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protected virtual Notification CreateCompletionNotification() => new ProgressCompletionNotification(this)
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{
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Activated = CompletionClickAction,
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Text = $"Task \"{Text}\" has completed!"
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};
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protected virtual void Completed()
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{
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CompletionTarget?.Invoke(CreateCompletionNotification());
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}
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public override bool DisplayOnTop => false;
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@ -68,10 +115,7 @@ namespace osu.Game.Overlays.Notifications
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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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private SpriteText textDrawable;
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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@ -85,7 +129,7 @@ namespace osu.Game.Overlays.Notifications
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RelativeSizeAxes = Axes.Both,
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});
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Content.Add(new SpriteText
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Content.Add(textDrawable = new SpriteText
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{
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TextSize = 16,
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Colour = OsuColour.Gray(128),
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@ -104,23 +148,6 @@ namespace osu.Game.Overlays.Notifications
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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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Debug.Assert(state != ProgressNotificationState.Completed);
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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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@ -135,8 +162,16 @@ namespace osu.Game.Overlays.Notifications
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}
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}
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/// <summary>
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/// The function to post completion notifications back to.
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/// </summary>
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public Action<Notification> CompletionTarget { get; set; }
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/// <summary>
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/// An action to complete when the completion notification is clicked.
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/// </summary>
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public Func<bool> CompletionClickAction;
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class ProgressBar : Container
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{
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private Box box;
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@ -175,7 +210,7 @@ namespace osu.Game.Overlays.Notifications
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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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