Files
mod_ui_base/src/Messages/NotificationPanel.cs
T
2026-10-16 16:18:16 +00:00

207 lines
7.4 KiB
C#

using System.Collections.Generic;
using Cthangover.Core.Events;
using Cthangover.Core.Scenes;
using Cthangover.Core.UI.Event;
using Cthangover.Core.UI.Theming;
using Godot;
using Cthangover.Mods.Interface.Theming;
using Cthangover.Core.UI.Messages;
namespace Cthangover.Mods.Interface.Messages
{
/// <summary>
/// Manages the visual notification list in the top-left corner of the scene.
/// Displays up to <c>MaxVisibleSlots</c> notification banners simultaneously.
/// Pending items wait in <see cref="NotificationBuffer"/> and are pulled
/// into visible slots as they become free. Each visible notification has a
/// 10-second lifetime; when it expires, it fades out and the remaining
/// notifications shift upward with a smooth animation.
/// </summary>
public partial class NotificationPanel : Control, IOnUpdateEvent
{
private const int MaxVisibleSlots = 4;
private const float SlotHeight = 40f;
private const float SlotSpacing = 6f;
private const float DisplayDuration = 10f;
private const float FadeInDuration = 0.3f;
private const float FadeOutDuration = 0.5f;
private readonly List<NotificationSlot> _slots = new();
private readonly List<int> _dyingIndices = new();
/// <summary>Update priority <c>1</c> — runs after the highest-priority listeners.</summary>
public int Priority => 1;
/// <summary>Subscribes to notification requests; text is queued in <see cref="NotificationBuffer"/>, not shown immediately.</summary>
public override void _EnterTree()
{
ModEventBus.Subscribe<NotificationRequestedEvent>(OnNotificationRequested);
}
/// <summary>Registers with the event controller for per-frame slot updates.</summary>
public override void _Ready()
{
MouseFilter = MouseFilterEnum.Ignore;
if (SceneContextNode.Instance != null)
{
var eventController = SceneContextNode.FindNode<SceneEventController>("EventController");
eventController?.AddUpdateEventListener(this);
}
}
/// <summary>Unsubscribes from notification requests and detaches from the update controller.</summary>
public override void _ExitTree()
{
ModEventBus.Unsubscribe<NotificationRequestedEvent>(OnNotificationRequested);
if (SceneContextNode.Instance != null)
{
var eventController = SceneContextNode.FindNode<SceneEventController>("EventController");
eventController?.RemoveUpdateEventListener(this);
}
}
/// <summary>
/// Per-frame update: expires old slots, collects dead ones,
/// pulls new notifications from the buffer, and repositions
/// all visible slots with a smooth slide animation.
/// </summary>
public void OnUpdate()
{
var currentTime = (float)Godot.Time.GetTicksMsec() / 1000f;
for (int i = _slots.Count - 1; i >= 0; i--)
{
var slot = _slots[i];
var elapsed = currentTime - slot.DisplayedAt;
if (elapsed >= DisplayDuration && !slot.IsFadingOut)
{
FadeOutSlot(i);
}
}
_dyingIndices.Clear();
for (int i = 0; i < _slots.Count; i++)
{
if (_slots[i].IsDead)
_dyingIndices.Add(i);
}
for (int j = _dyingIndices.Count - 1; j >= 0; j--)
{
var idx = _dyingIndices[j];
_slots[idx].Container.QueueFree();
_slots.RemoveAt(idx);
}
while (_slots.Count < MaxVisibleSlots && NotificationBuffer.TryDequeue(out var text))
{
CreateSlot(text, currentTime);
}
RepositionSlots();
}
private void CreateSlot(string text, float time)
{
var container = new Panel
{
SizeFlagsHorizontal = SizeFlags.ShrinkBegin,
MouseFilter = MouseFilterEnum.Ignore,
};
var style = UiKit.Frame(UiTokens.RadiusMd, UiTokens.ToastBg, UiTokens.Line);
style.ContentMarginLeft = UiTokens.Space4;
style.ContentMarginRight = UiTokens.Space4;
style.ContentMarginTop = UiTokens.Space2;
style.ContentMarginBottom = UiTokens.Space2;
container.AddThemeStyleboxOverride("panel", style);
var label = new Label
{
Text = text,
Modulate = UiTokens.Alpha(Colors.White, 0f),
HorizontalAlignment = HorizontalAlignment.Left,
VerticalAlignment = VerticalAlignment.Center,
};
label.AddThemeFontSizeOverride("font_size", UiTokens.FontLead);
label.AddThemeColorOverride("font_color", UiTokens.Ink);
container.AddChild(label);
AddChild(container);
var slot = new NotificationSlot
{
Container = container,
Text = text,
DisplayedAt = time,
};
_slots.Add(slot);
var tween = CreateTween();
tween.TweenProperty(label, "modulate", Colors.White, FadeInDuration);
}
private void FadeOutSlot(int index)
{
var slot = _slots[index];
slot.IsFadingOut = true;
var label = slot.Container.GetChildOrNull<Label>(0);
if (label != null)
{
var tween = CreateTween();
tween.TweenProperty(label, "modulate", UiTokens.Alpha(Colors.White, 0f), FadeOutDuration);
tween.TweenCallback(Callable.From(() =>
{
slot.IsDead = true;
}));
}
else
{
slot.IsDead = true;
}
}
private void RepositionSlots()
{
for (int i = 0; i < _slots.Count; i++)
{
var targetY = i * (SlotHeight + SlotSpacing);
var container = _slots[i].Container;
if (Mathf.Abs(container.Position.Y - targetY) > 0.5f)
{
var tween = CreateTween();
tween.TweenProperty(container, "position",
new Vector2(container.Position.X, targetY), 0.2f)
.SetTrans(Tween.TransitionType.Quad)
.SetEase(Tween.EaseType.Out);
}
}
}
private void OnNotificationRequested(NotificationRequestedEvent evt)
{
NotificationBuffer.Add(evt.Text);
}
private sealed class NotificationSlot
{
/// <summary>Visual container of the banner.</summary>
public Panel Container;
/// <summary>Message text kept for the banner label and re-use.</summary>
public string Text;
/// <summary>Timestamp of the moment the banner became visible; drives expiry.</summary>
public float DisplayedAt;
/// <summary>True while the exit tween is playing.</summary>
public bool IsFadingOut;
/// <summary>Set when the fade-out finished and the slot can be recycled.</summary>
public bool IsDead;
}
}
}