osu/osu.Game/OsuGame.cs

570 lines
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using osu.Framework.Configuration;
using osu.Framework.Screens;
using osu.Game.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Overlays;
using osu.Framework.Logging;
using osu.Framework.Allocation;
using osu.Game.Overlays.Toolbar;
using osu.Game.Screens;
using osu.Game.Screens.Menu;
using OpenTK;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Audio;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Platform;
using osu.Framework.Threading;
using osu.Game.Graphics;
using osu.Game.Rulesets.Scoring;
using osu.Game.Overlays.Notifications;
using osu.Game.Rulesets;
using osu.Game.Screens.Play;
using osu.Game.Input.Bindings;
using osu.Game.Rulesets.Mods;
using osu.Game.Skinning;
using OpenTK.Graphics;
using osu.Game.Overlays.Volume;
namespace osu.Game
{
/// <summary>
/// The full osu! experience. Builds on top of <see cref="OsuGameBase"/> to add menus and binding logic
/// for initial components that are generally retrieved via DI.
/// </summary>
public class OsuGame : OsuGameBase, IKeyBindingHandler<GlobalAction>
{
public Toolbar Toolbar;
private ChatOverlay chat;
private MusicController musicController;
private NotificationOverlay notifications;
private DialogOverlay dialogOverlay;
private DirectOverlay direct;
private SocialOverlay social;
private UserProfileOverlay userProfile;
private BeatmapSetOverlay beatmapSetOverlay;
private ScreenshotManager screenshotManager;
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public virtual Storage GetStorageForStableInstall() => null;
private Intro intro
{
get
{
Screen s = screenStack;
while (s != null && !(s is Intro))
s = s.ChildScreen;
return s as Intro;
}
}
public float ToolbarOffset => Toolbar.Position.Y + Toolbar.DrawHeight;
public readonly BindableBool ShowOverlays = new BindableBool();
private OsuScreen screenStack;
private VolumeOverlay volume;
private OnScreenDisplay onscreenDisplay;
private Bindable<int> configRuleset;
public Bindable<RulesetInfo> Ruleset = new Bindable<RulesetInfo>();
private Bindable<int> configSkin;
private readonly string[] args;
private SettingsOverlay settings;
// todo: move this to SongSelect once Screen has the ability to unsuspend.
public readonly Bindable<IEnumerable<Mod>> SelectedMods = new Bindable<IEnumerable<Mod>>(new List<Mod>());
public OsuGame(string[] args = null)
{
this.args = args;
}
public void ToggleSettings() => settings.ToggleVisibility();
public void ToggleDirect() => direct.ToggleVisibility();
private DependencyContainer dependencies;
protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent) =>
dependencies = new DependencyContainer(base.CreateLocalDependencies(parent));
[BackgroundDependencyLoader]
private void load(FrameworkConfigManager frameworkConfig)
{
this.frameworkConfig = frameworkConfig;
ScoreStore.ScoreImported += score => Schedule(() => LoadScore(score));
if (!Host.IsPrimaryInstance)
{
Logger.Log(@"osu! does not support multiple running instances.", LoggingTarget.Runtime, LogLevel.Error);
Environment.Exit(0);
}
if (args?.Length > 0)
{
var paths = args.Where(a => !a.StartsWith(@"-"));
Task.Run(() => Import(paths.ToArray()));
}
dependencies.CacheAs(this);
// bind config int to database RulesetInfo
configRuleset = LocalConfig.GetBindable<int>(OsuSetting.Ruleset);
Ruleset.Value = RulesetStore.GetRuleset(configRuleset.Value) ?? RulesetStore.AvailableRulesets.First();
Ruleset.ValueChanged += r => configRuleset.Value = r.ID ?? 0;
// bind config int to database SkinInfo
configSkin = LocalConfig.GetBindable<int>(OsuSetting.Skin);
SkinManager.CurrentSkinInfo.ValueChanged += s => configSkin.Value = s.ID;
configSkin.ValueChanged += id => SkinManager.CurrentSkinInfo.Value = SkinManager.Query(s => s.ID == id) ?? SkinInfo.Default;
configSkin.TriggerChange();
LocalConfig.BindWith(OsuSetting.VolumeInactive, inactiveVolumeAdjust);
}
private ScheduledDelegate scoreLoad;
/// <summary>
/// Open chat to a channel matching the provided name, if present.
/// </summary>
/// <param name="channelName">The name of the channel.</param>
public void OpenChannel(string channelName) => chat.OpenChannel(chat.AvailableChannels.Find(c => c.Name == channelName));
/// <summary>
/// Show a beatmap set as an overlay.
/// </summary>
/// <param name="setId">The set to display.</param>
public void ShowBeatmapSet(int setId) => beatmapSetOverlay.FetchAndShowBeatmapSet(setId);
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/// <summary>
/// Show a user's profile as an overlay.
/// </summary>
/// <param name="userId">The user to display.</param>
public void ShowUser(long userId) => userProfile.ShowUser(userId);
/// <summary>
/// Show a beatmap's set as an overlay, displaying the given beatmap.
/// </summary>
/// <param name="beatmapId">The beatmap to show.</param>
public void ShowBeatmap(int beatmapId) => beatmapSetOverlay.FetchAndShowBeatmap(beatmapId);
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protected void LoadScore(Score s)
{
scoreLoad?.Cancel();
var menu = intro.ChildScreen;
if (menu == null)
{
scoreLoad = Schedule(() => LoadScore(s));
return;
}
if (!menu.IsCurrentScreen)
{
menu.MakeCurrent();
this.Delay(500).Schedule(() => LoadScore(s), out scoreLoad);
return;
}
if (s.Beatmap == null)
{
notifications.Post(new SimpleNotification
{
Text = @"Tried to load a score for a beatmap we don't have!",
Icon = FontAwesome.fa_life_saver,
});
return;
}
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Ruleset.Value = s.Ruleset;
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Beatmap.Value = BeatmapManager.GetWorkingBeatmap(s.Beatmap);
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Beatmap.Value.Mods.Value = s.Mods;
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menu.Push(new PlayerLoader(new ReplayPlayer(s.Replay)));
}
protected override void LoadComplete()
{
// this needs to be cached before base.LoadComplete as it is used by CursorOverrideContainer.
dependencies.Cache(screenshotManager = new ScreenshotManager());
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base.LoadComplete();
// The next time this is updated is in UpdateAfterChildren, which occurs too late and results
// in the cursor being shown for a few frames during the intro.
// This prevents the cursor from showing until we have a screen with CursorVisible = true
CursorOverrideContainer.CanShowCursor = currentScreen?.CursorVisible ?? false;
// hook up notifications to components.
SkinManager.PostNotification = n => notifications?.Post(n);
BeatmapManager.PostNotification = n => notifications?.Post(n);
BeatmapManager.GetStableStorage = GetStorageForStableInstall;
AddRange(new Drawable[]
{
new VolumeControlReceptor
{
RelativeSizeAxes = Axes.Both,
ActionRequested = action => volume.Adjust(action)
},
mainContent = new Container { RelativeSizeAxes = Axes.Both },
overlayContent = new Container { RelativeSizeAxes = Axes.Both, Depth = float.MinValue },
});
loadComponentSingleFile(screenStack = new Loader(), d =>
{
screenStack.ModePushed += screenAdded;
screenStack.Exited += screenRemoved;
mainContent.Add(screenStack);
});
loadComponentSingleFile(Toolbar = new Toolbar
{
Depth = -5,
OnHome = delegate
{
hideAllOverlays();
intro?.ChildScreen?.MakeCurrent();
},
}, overlayContent.Add);
loadComponentSingleFile(volume = new VolumeOverlay(), overlayContent.Add);
loadComponentSingleFile(onscreenDisplay = new OnScreenDisplay(), Add);
loadComponentSingleFile(screenshotManager, Add);
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//overlay elements
loadComponentSingleFile(direct = new DirectOverlay { Depth = -1 }, mainContent.Add);
loadComponentSingleFile(social = new SocialOverlay { Depth = -1 }, mainContent.Add);
loadComponentSingleFile(chat = new ChatOverlay { Depth = -1 }, mainContent.Add);
loadComponentSingleFile(settings = new MainSettings
{
GetToolbarHeight = () => ToolbarOffset,
Depth = -1
}, overlayContent.Add);
loadComponentSingleFile(userProfile = new UserProfileOverlay { Depth = -2 }, mainContent.Add);
loadComponentSingleFile(beatmapSetOverlay = new BeatmapSetOverlay { Depth = -3 }, mainContent.Add);
loadComponentSingleFile(musicController = new MusicController
{
Depth = -4,
Position = new Vector2(0, Toolbar.HEIGHT),
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
}, overlayContent.Add);
loadComponentSingleFile(notifications = new NotificationOverlay
{
GetToolbarHeight = () => ToolbarOffset,
Depth = -4,
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
}, overlayContent.Add);
loadComponentSingleFile(dialogOverlay = new DialogOverlay
{
Depth = -6,
}, overlayContent.Add);
forwardLoggedErrorsToNotifications();
dependencies.Cache(settings);
dependencies.Cache(onscreenDisplay);
dependencies.Cache(social);
dependencies.Cache(direct);
dependencies.Cache(chat);
dependencies.Cache(userProfile);
dependencies.Cache(musicController);
dependencies.Cache(beatmapSetOverlay);
dependencies.Cache(notifications);
dependencies.Cache(dialogOverlay);
// ensure only one of these overlays are open at once.
var singleDisplayOverlays = new OverlayContainer[] { chat, social, direct };
foreach (var overlay in singleDisplayOverlays)
{
overlay.StateChanged += state =>
{
if (state == Visibility.Hidden) return;
foreach (var c in singleDisplayOverlays)
{
if (c == overlay) continue;
c.State = Visibility.Hidden;
}
};
}
var singleDisplaySideOverlays = new OverlayContainer[] { settings, notifications };
foreach (var overlay in singleDisplaySideOverlays)
{
overlay.StateChanged += state =>
{
if (state == Visibility.Hidden) return;
foreach (var c in singleDisplaySideOverlays)
{
if (c == overlay) continue;
c.State = Visibility.Hidden;
}
};
}
// eventually informational overlays should be displayed in a stack, but for now let's only allow one to stay open at a time.
var informationalOverlays = new OverlayContainer[] { beatmapSetOverlay, userProfile };
foreach (var overlay in informationalOverlays)
{
overlay.StateChanged += state =>
{
if (state == Visibility.Hidden) return;
foreach (var c in informationalOverlays)
{
if (c == overlay) continue;
c.State = Visibility.Hidden;
}
};
}
void updateScreenOffset()
{
float offset = 0;
if (settings.State == Visibility.Visible)
offset += ToolbarButton.WIDTH / 2;
if (notifications.State == Visibility.Visible)
offset -= ToolbarButton.WIDTH / 2;
screenStack.MoveToX(offset, SettingsOverlay.TRANSITION_LENGTH, Easing.OutQuint);
}
settings.StateChanged += _ => updateScreenOffset();
notifications.StateChanged += _ => updateScreenOffset();
notifications.Enabled.BindTo(ShowOverlays);
ShowOverlays.ValueChanged += show =>
{
//central game screen change logic.
if (!show)
{
hideAllOverlays();
musicController.State = Visibility.Hidden;
Toolbar.State = Visibility.Hidden;
}
else
Toolbar.State = Visibility.Visible;
};
}
private void forwardLoggedErrorsToNotifications()
{
int recentErrorCount = 0;
const double debounce = 5000;
Logger.NewEntry += entry =>
{
if (entry.Level < LogLevel.Error || entry.Target == null) return;
if (recentErrorCount < 2)
{
notifications.Post(new SimpleNotification
{
Icon = FontAwesome.fa_bomb,
Text = (recentErrorCount == 0 ? entry.Message : "Subsequent errors occurred and have been logged.") + "\nClick to view log files.",
Activated = () =>
{
Host.Storage.GetStorageForDirectory("logs").OpenInNativeExplorer();
return true;
}
});
}
Interlocked.Increment(ref recentErrorCount);
Scheduler.AddDelayed(() => Interlocked.Decrement(ref recentErrorCount), debounce);
};
}
private Task asyncLoadStream;
private int visibleOverlayCount;
private void loadComponentSingleFile<T>(T d, Action<T> add)
where T : Drawable
{
var focused = d as FocusedOverlayContainer;
if (focused != null)
{
focused.StateChanged += s =>
{
visibleOverlayCount += s == Visibility.Visible ? 1 : -1;
screenStack.FadeColour(visibleOverlayCount > 0 ? OsuColour.Gray(0.5f) : Color4.White, 500, Easing.OutQuint);
};
}
// schedule is here to ensure that all component loads are done after LoadComplete is run (and thus all dependencies are cached).
// with some better organisation of LoadComplete to do construction and dependency caching in one step, followed by calls to loadComponentSingleFile,
// we could avoid the need for scheduling altogether.
Schedule(() => { asyncLoadStream = asyncLoadStream?.ContinueWith(t => LoadComponentAsync(d, add).Wait()) ?? LoadComponentAsync(d, add); });
}
public bool OnPressed(GlobalAction action)
{
if (intro == null) return false;
switch (action)
{
case GlobalAction.ToggleChat:
chat.ToggleVisibility();
return true;
case GlobalAction.ToggleSocial:
social.ToggleVisibility();
return true;
case GlobalAction.ResetInputSettings:
var sensitivity = frameworkConfig.GetBindable<double>(FrameworkSetting.CursorSensitivity);
sensitivity.Disabled = false;
sensitivity.Value = 1;
sensitivity.Disabled = true;
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frameworkConfig.Set(FrameworkSetting.IgnoredInputHandlers, string.Empty);
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frameworkConfig.GetBindable<ConfineMouseMode>(FrameworkSetting.ConfineMouseMode).SetDefault();
return true;
case GlobalAction.ToggleToolbar:
Toolbar.ToggleVisibility();
return true;
case GlobalAction.ToggleSettings:
settings.ToggleVisibility();
return true;
case GlobalAction.ToggleDirect:
direct.ToggleVisibility();
return true;
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case GlobalAction.ToggleGameplayMouseButtons:
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LocalConfig.Set(OsuSetting.MouseDisableButtons, !LocalConfig.Get<bool>(OsuSetting.MouseDisableButtons));
return true;
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}
return false;
}
private readonly BindableDouble inactiveVolumeAdjust = new BindableDouble();
protected override void OnDeactivated()
{
base.OnDeactivated();
Audio.AddAdjustment(AdjustableProperty.Volume, inactiveVolumeAdjust);
}
protected override void OnActivated()
{
base.OnActivated();
Audio.RemoveAdjustment(AdjustableProperty.Volume, inactiveVolumeAdjust);
}
public bool OnReleased(GlobalAction action) => false;
private Container mainContent;
private Container overlayContent;
private OsuScreen currentScreen;
private FrameworkConfigManager frameworkConfig;
private void hideAllOverlays()
{
settings.State = Visibility.Hidden;
chat.State = Visibility.Hidden;
direct.State = Visibility.Hidden;
social.State = Visibility.Hidden;
userProfile.State = Visibility.Hidden;
notifications.State = Visibility.Hidden;
}
protected override bool OnExiting()
{
if (screenStack.ChildScreen == null) return false;
if (intro == null) return true;
if (!intro.DidLoadMenu || intro.ChildScreen != null)
{
Scheduler.Add(intro.MakeCurrent);
return true;
}
return base.OnExiting();
}
/// <summary>
/// Use to programatically exit the game as if the user was triggering via alt-f4.
/// Will keep persisting until an exit occurs (exit may be blocked multiple times).
/// </summary>
public void GracefullyExit()
{
if (!OnExiting())
Exit();
else
Scheduler.AddDelayed(GracefullyExit, 2000);
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
// we only want to apply these restrictions when we are inside a screen stack.
// the use case for not applying is in visual/unit tests.
bool applyRestrictions = !currentScreen?.AllowBeatmapRulesetChange ?? false;
Ruleset.Disabled = applyRestrictions;
Beatmap.Disabled = applyRestrictions;
mainContent.Padding = new MarginPadding { Top = ToolbarOffset };
CursorOverrideContainer.CanShowCursor = currentScreen?.CursorVisible ?? false;
}
private void screenAdded(Screen newScreen)
{
currentScreen = (OsuScreen)newScreen;
newScreen.ModePushed += screenAdded;
newScreen.Exited += screenRemoved;
}
private void screenRemoved(Screen newScreen)
{
currentScreen = (OsuScreen)newScreen;
if (newScreen == null)
Exit();
}
}
}