osu/osu.Game/Screens/Loader.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shaders;
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using osu.Framework.Utils;
using osu.Game.Screens.Menu;
using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Configuration;
using osu.Game.Database;
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using osu.Game.Graphics.UserInterface;
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using IntroSequence = osu.Game.Configuration.IntroSequence;
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namespace osu.Game.Screens
{
public class Loader : StartupScreen
{
private bool showDisclaimer;
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public Loader()
{
ValidForResume = false;
}
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private OsuScreen loadableScreen;
private ShaderPrecompiler precompiler;
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private IntroSequence introSequence;
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private LoadingSpinner spinner;
private ScheduledDelegate spinnerShow;
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protected virtual OsuScreen CreateLoadableScreen()
{
if (showDisclaimer)
return new Disclaimer(getIntroSequence());
return getIntroSequence();
}
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private IntroScreen getIntroSequence()
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{
if (introSequence == IntroSequence.Random)
introSequence = (IntroSequence)RNG.Next(0, (int)IntroSequence.Random);
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switch (introSequence)
{
case IntroSequence.Circles:
return new IntroCircles(createMainMenu);
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case IntroSequence.Welcome:
return new IntroWelcome(createMainMenu);
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default:
return new IntroTriangles(createMainMenu);
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}
MainMenu createMainMenu() => new MainMenu();
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}
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protected virtual ShaderPrecompiler CreateShaderPrecompiler() => new ShaderPrecompiler();
[Resolved(canBeNull: true)]
private DatabaseContextFactory efContextFactory { get; set; }
private EFToRealmMigrator realmMigrator;
public override void OnEntering(ScreenTransitionEvent e)
{
base.OnEntering(e);
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LoadComponentAsync(precompiler = CreateShaderPrecompiler(), AddInternal);
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// A non-null context factory means there's still content to migrate.
if (efContextFactory != null)
{
LoadComponentAsync(realmMigrator = new EFToRealmMigrator(), AddInternal);
realmMigrator.MigrationCompleted.ContinueWith(_ => Schedule(() =>
{
// Delay initial screen loading to ensure that the migration is in a complete and sane state
// before the intro screen may import the game intro beatmap.
LoadComponentAsync(loadableScreen = CreateLoadableScreen());
}));
}
else
{
LoadComponentAsync(loadableScreen = CreateLoadableScreen());
}
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LoadComponentAsync(spinner = new LoadingSpinner(true, true)
{
Anchor = Anchor.BottomRight,
Origin = Anchor.BottomRight,
Margin = new MarginPadding(40),
}, _ =>
{
AddInternal(spinner);
spinnerShow = Scheduler.AddDelayed(spinner.Show, 200);
});
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checkIfLoaded();
}
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private void checkIfLoaded()
{
if (loadableScreen?.LoadState != LoadState.Ready || !precompiler.FinishedCompiling)
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{
Schedule(checkIfLoaded);
return;
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}
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spinnerShow?.Cancel();
if (spinner.State.Value == Visibility.Visible)
{
spinner.Hide();
Scheduler.AddDelayed(() => this.Push(loadableScreen), LoadingSpinner.TRANSITION_DURATION);
}
else
this.Push(loadableScreen);
}
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[BackgroundDependencyLoader]
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private void load(OsuGameBase game, OsuConfigManager config)
{
showDisclaimer = game.IsDeployedBuild;
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introSequence = config.Get<IntroSequence>(OsuSetting.IntroSequence);
}
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/// <summary>
/// Compiles a set of shaders before continuing. Attempts to draw some frames between compilation by limiting to one compile per draw frame.
/// </summary>
public class ShaderPrecompiler : Drawable
{
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private readonly List<IShader> loadTargets = new List<IShader>();
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public bool FinishedCompiling { get; private set; }
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[BackgroundDependencyLoader]
private void load(ShaderManager manager)
{
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.BLUR));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE));
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loadTargets.Add(manager.Load(@"CursorTrail", FragmentShaderDescriptor.TEXTURE));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE_ROUNDED));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE));
}
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protected virtual bool AllLoaded => loadTargets.All(s => s.IsLoaded);
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protected override void Update()
{
base.Update();
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// if our target is null we are done.
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if (AllLoaded)
{
FinishedCompiling = true;
Expire();
}
}
}
}
}